L L4D2node

WitchWander::OnContact

0x00a44ff0 · 237 bytes · __thiscall

_ZN11WitchWander9OnContactEP8InfectedP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* WitchWander::OnContact(Infected*, CBaseEntity*, CGameTrace*) */

WitchWander * __thiscall
WitchWander::OnContact(WitchWander *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  
  if (param_3 != (CGameTrace *)0x0) {
    cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
    if (cVar1 != '\0') {
      iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
      cVar1 = IsASurvivorTeam(iVar2);
      if (cVar1 != '\0') {
        puVar3 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
        *(undefined4 *)(param_1 + 0x4850) = *puVar3;
      }
    }
    cVar1 = IsBreakableEntity((CBaseEntity *)param_3,false,true,(CTakeDamageInfo *)0x0);
    if ((((cVar1 != '\0') || (*(char **)(param_3 + 0x7c) == "prop_door*")) ||
        (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_3,"prop_door*"),
        cVar1 != '\0')) ||
       ((*(char **)(param_3 + 0x7c) == "func_door*" ||
        (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_3,"func_door*"),
        cVar1 != '\0')))) {
      BuildWanderPath((WitchWander *)param_1,(Infected *)param_2);
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)