L L4D2node

WitchWander::OnStart

0x00a44350 · 604 bytes · __thiscall

_ZN11WitchWander7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  int *piVar2;
  longdouble lVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar2 + 0x10c))(piVar2,0);
  (**(code **)(*piVar2 + 0xec))(piVar2,0);
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + 2.0 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = (float)lVar3 + 2.0;
  }
  if (*(float *)(param_1 + 0x38) != 2.0) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
    *(undefined4 *)(param_1 + 0x38) = 0x40000000;
  }
  lVar3 = (longdouble)RandomFloat(0,0x3f800000);
  fVar1 = (float)lVar3;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x483c)) {
    (**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x483c);
    *(float *)(param_1 + 0x483c) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x4838)) {
    (**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
    *(float *)(param_1 + 0x4838) = fVar1;
  }
  lVar3 = (longdouble)IntervalTimer::Now();
  if ((float)lVar3 != *(float *)(param_1 + 0x4830)) {
    (**(code **)(*(int *)(param_1 + 0x482c) + 4))(param_1 + 0x482c,param_1 + 0x4830);
    *(float *)(param_1 + 0x4830) = (float)lVar3;
  }
  if (*(float *)(param_1 + 0x484c) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x4844) + 4))(param_1 + 0x4844,param_1 + 0x484c);
    *(undefined4 *)(param_1 + 0x484c) = 0xbf800000;
  }
  *(undefined4 *)(param_1 + 0x4840) = 0;
  *(undefined4 *)(param_1 + 0x4850) = 0xffffffff;
  (**(code **)(*piVar2 + 0xd8))(piVar2,0x2b2,0);
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
  (**(code **)(*piVar2 + 0xe0))(piVar2);
  *(uint *)(param_2 + 0x1c74) = *(uint *)(param_2 + 0x1c74) | 0x200;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return;
}

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.



        

        

          

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