L L4D2node

WitchIntention::InitialAction

0x00a49640 · 39 bytes · __cdecl

_ZNK14WitchIntention13InitialActionEv

Decompiled

undefined (0 params)

/* WitchIntention::InitialAction() const */

WitchExecAction * WitchIntention::InitialAction(void)

{
  WitchExecAction *this;
  
  this = ::operator_new(0x38);
                    /* try { // try from 00a49659 to 00a4965d has its CatchHandler @ 00a49667 */
  WitchExecAction::WitchExecAction(this);
  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)