L L4D2node

WitchWander::OnCommandAttack

0x00a440b0 · 132 bytes · __cdecl

_ZN11WitchWander15OnCommandAttackEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchWander::OnCommandAttack(Infected*, CBaseEntity*) */

Infected * WitchWander::OnCommandAttack(Infected *param_1,CBaseEntity *param_2)

{
  WitchAttack *this;
  int in_stack_0000000c;
  CBaseEntity *in_stack_00000010;
  
  if (1.0 < *(float *)(in_stack_0000000c + 0x1d94) || *(float *)(in_stack_0000000c + 0x1d94) == 1.0)
  {
    this = ::operator_new(0x487c);
                    /* try { // try from 00a440e7 to 00a440eb has its CatchHandler @ 00a44136 */
    WitchAttack::WitchAttack(this,in_stack_00000010);
    *(undefined4 *)param_1 = 2;
    *(WitchAttack **)(param_1 + 4) = this;
    *(char **)(param_1 + 8) = "I was commanded to attack";
    *(undefined4 *)(param_1 + 0xc) = 2;
    return param_1;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 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)