L L4D2node

WitchWander::OnSuspend

0x00a43ed0 · 82 bytes · __thiscall

_ZN11WitchWander9OnSuspendEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* WitchWander::OnSuspend(Infected*, Action<Infected>*) */

WitchWander * __thiscall WitchWander::OnSuspend(WitchWander *this,Infected *param_1,Action *param_2)

{
  int *piVar1;
  
  piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
  (**(code **)(*piVar1 + 0xf0))(piVar1,*(undefined4 *)(ZombieWitchSpeed._28_4_ + 0x2c));
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)