L L4D2node

Witch::CreateDeathAction

0x00a47b30 · 46 bytes · __thiscall

_ZNK5Witch17CreateDeathActionERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* Witch::CreateDeathAction(CTakeDamageInfo const&) const */

WitchDying * __thiscall Witch::CreateDeathAction(Witch *this,CTakeDamageInfo *param_1)

{
  WitchDying *this_00;
  
  this_00 = ::operator_new(0xa0);
                    /* try { // try from 00a47b50 to 00a47b54 has its CatchHandler @ 00a47b5e */
  WitchDying::WitchDying(this_00,param_1);
  return this_00;
}

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)