L L4D2node

WitchWander::OnMoveToSuccess

0x00a462b0 · 297 bytes · __thiscall

_ZN11WitchWander15OnMoveToSuccessEP8InfectedPK4Path

Decompiled

undefined (3 params)

/* WitchWander::OnMoveToSuccess(Infected*, Path const*) */

WitchWander * __thiscall
WitchWander::OnMoveToSuccess(WitchWander *this,Infected *param_1,Path *param_2)

{
  float fVar1;
  int *piVar2;
  longdouble lVar3;
  
  lVar3 = (longdouble)RandomFloat(0x40c00000,0x41200000);
  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;
  }
  PathFollower::Invalidate((PathFollower *)(param_1 + 0x40));
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
  (**(code **)(*piVar2 + 0xe0))(piVar2);
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar2 + 0xd8))(piVar2,0x2b2,0);
  *(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)