L L4D2node

BoomerSelfDestruct::OnStart

0x00a750b0 · 631 bytes · __thiscall

_ZN18BoomerSelfDestruct7OnStartEP6BoomerP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  int *piVar3;
  longdouble lVar4;
  
  iVar1 = GetDifficulty();
  if (iVar1 == 1) {
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 2.0 != *(float *)(param_1 + 0x3c)) {
      (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
      *(float *)(param_1 + 0x3c) = (float)lVar4 + 2.0;
    }
    if (*(float *)(param_1 + 0x38) != 2.0) {
      (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
      *(undefined4 *)(param_1 + 0x38) = 0x40000000;
    }
  }
  else if (iVar1 < 2) {
    if (iVar1 == 0) {
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 + 4.0 != *(float *)(param_1 + 0x3c)) {
        (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
        *(float *)(param_1 + 0x3c) = (float)lVar4 + 4.0;
      }
      if (*(float *)(param_1 + 0x38) != 4.0) {
        (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
        *(undefined4 *)(param_1 + 0x38) = 0x40800000;
      }
    }
  }
  else if (iVar1 < 4) {
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 1.0 != *(float *)(param_1 + 0x3c)) {
      (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
      *(float *)(param_1 + 0x3c) = (float)lVar4 + 1.0;
    }
    if (*(float *)(param_1 + 0x38) != 1.0) {
      (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
      *(undefined4 *)(param_1 + 0x38) = 0x3f800000;
    }
  }
  CTerrorPlayer::Vocalize((CTerrorPlayer *)param_2,"BoomerZombie.Warn",0.0,0.0);
  uVar2 = CBaseAnimating::LookupAttachment((CBaseAnimating *)param_2,"leak_rectum");
  DispatchParticleEffect("boomer_vomit",5,param_2,uVar2,0,0xffffffff);
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
  (**(code **)(*piVar3 + 0xe0))(piVar3);
  (**(code **)(*(int *)param_2 + 0x938))(param_2,0x3f800000);
  (**(code **)(*(int *)param_2 + 0x980))(param_2,0x41200000);
  *(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)