L L4D2node

WitchWander::OnResume

0x00a461c0 · 221 bytes · __thiscall

_ZN11WitchWander8OnResumeEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  longdouble lVar2;
  
  *(uint *)(param_2 + 0x1c74) = *(uint *)(param_2 + 0x1c74) | 0x200;
  PathFollower::Invalidate((PathFollower *)(param_1 + 0x40));
  lVar2 = (longdouble)RandomFloat(0x3f800000,0x40000000);
  fVar1 = (float)lVar2;
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + fVar1 != *(float *)(param_1 + 0x483c)) {
    (**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x483c);
    *(float *)(param_1 + 0x483c) = (float)lVar2 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x4838)) {
    (**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
    *(float *)(param_1 + 0x4838) = fVar1;
  }
  *(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)