L L4D2node

BoomerHide::OnStart

0x00a74250 · 195 bytes · __thiscall

_ZN10BoomerHide7OnStartEP6BoomerP6ActionIS0_E

Decompiled

undefined (3 params)

/* BoomerHide::OnStart(Boomer*, Action<Boomer>*) */

BoomerHide * __thiscall BoomerHide::OnStart(BoomerHide *this,Boomer *param_1,Action *param_2)

{
  float fVar1;
  int *piVar2;
  longdouble lVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
  (**(code **)(*piVar2 + 0xe0))(piVar2);
  lVar3 = (longdouble)RandomFloat(0x40800000,0x40c00000);
  fVar1 = (float)lVar3;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x38)) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
    *(float *)(param_1 + 0x38) = fVar1;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)