L L4D2node

BoomerBehavior::InitialContainedAction

0x00a73b30 · 87 bytes · __cdecl

_ZN14BoomerBehavior22InitialContainedActionEP6Boomer

Decompiled

undefined (1 param)

/* BoomerBehavior::InitialContainedAction(Boomer*) */

BoomerAssault * BoomerBehavior::InitialContainedAction(Boomer *param_1)

{
  char cVar1;
  BoomerAssault *this;
  BoomerAttack *this_00;
  
  cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
  if (cVar1 != '\0') {
    this = ::operator_new(0x4848);
                    /* try { // try from 00a73b5a to 00a73b5e has its CatchHandler @ 00a73b8f */
    BoomerAssault::BoomerAssault(this);
    return this;
  }
  this_00 = ::operator_new(0x485c);
                    /* try { // try from 00a73b81 to 00a73b85 has its CatchHandler @ 00a73ba1 */
  BoomerAttack::BoomerAttack(this_00);
  return (BoomerAssault *)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)