L L4D2node

WitchRetreat::OnMoveToFailure

0x00a428f0 · 106 bytes · __cdecl

_ZN12WitchRetreat15OnMoveToFailureEP8InfectedPK4Path17MoveToFailureType

Decompiled

undefined (3 params)

/* WitchRetreat::OnMoveToFailure(Infected*, Path const*, MoveToFailureType) */

undefined4 *
WitchRetreat::OnMoveToFailure(undefined4 *param_1,WitchRetreat *param_2,Infected *param_3)

{
  char cVar1;
  
  cVar1 = BuildRetreatPath(param_2,param_3);
  if (cVar1 == '\0') {
    *param_1 = 3;
    param_1[1] = 0;
    param_1[2] = 0;
    param_1[3] = 1;
    return param_1;
  }
  *param_1 = 0;
  param_1[1] = 0;
  param_1[2] = 0;
  param_1[3] = 1;
  return param_1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)