L L4D2node

Witch::DoAttack

0x00a48320 · 200 bytes · __thiscall

_ZN5Witch8DoAttackEP11CBaseEntity

Decompiled

undefined (2 params)

/* Witch::DoAttack(CBaseEntity*) */

char __thiscall Witch::DoAttack(Witch *this,CBaseEntity *param_1)

{
  undefined4 uVar1;
  code *pcVar2;
  char cVar3;
  QAngle *pQVar4;
  undefined4 uVar5;
  undefined **local_38;
  Witch *local_34;
  CBaseEntity *local_30;
  Vector local_2c [12];
  char local_20;
  undefined1 local_1f;
  
  local_38 = &PTR_EnumElement_00d27c38;
  local_34 = this;
  local_30 = param_1;
  pQVar4 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
  AngleVectors(pQVar4,local_2c);
  local_20 = '\0';
  local_1f = 0;
  pcVar2 = *(code **)(*partition + 0x3c);
  uVar1 = *(undefined4 *)(ZombieWitchAttackRange._28_4_ + 0x2c);
  uVar5 = (**(code **)(*(int *)this + 0x288))(this);
  (*pcVar2)(partition,1,uVar5,uVar1,0,&local_38);
  cVar3 = local_20;
  if (local_20 == '\0') {
    CBaseEntity::EmitSound((CBaseEntity *)this,"Zombie.AttackMiss",0.0,(float *)0x0);
  }
  return cVar3;
}

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)