L L4D2node

ChargerAttack::OnContact

0x00a88bc0 · 411 bytes · __thiscall

_ZN13ChargerAttack9OnContactEP7ChargerP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* ChargerAttack::OnContact(Charger*, CBaseEntity*, CGameTrace*) */

ChargerAttack * __thiscall
ChargerAttack::OnContact
          (ChargerAttack *this,Charger *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  float fVar1;
  uint uVar2;
  char cVar3;
  int iVar4;
  undefined4 *puVar5;
  ChargerEvade *this_00;
  int *piVar6;
  undefined *puVar7;
  undefined1 local_28 [8];
  float local_20;
  
  if ((((param_3 != (CGameTrace *)0x0) &&
       (cVar3 = (**(code **)(*(int *)param_3 + 0x16c))(param_3), cVar3 != '\0')) &&
      (iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3), iVar4 == 2)) &&
     (cVar3 = (**(code **)(*(int *)param_3 + 0x7e8))(param_3), cVar3 == '\0')) {
    if (((byte)param_3[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_3);
    }
    fVar1 = *(float *)(param_3 + 0x2e8);
    (**(code **)(*(int *)param_2 + 0x234))(local_28,param_2);
    if (local_20 < fVar1) {
      this_00 = ::operator_new(0x4818);
                    /* try { // try from 00a88cc9 to 00a88ccd has its CatchHandler @ 00a88d72 */
      ChargerEvade::ChargerEvade(this_00);
      *(undefined4 *)this = 2;
      *(ChargerEvade **)(this + 4) = this_00;
      *(char **)(this + 8) = "Getting out from under survivor";
      *(undefined4 *)(this + 0xc) = 2;
      return this;
    }
    uVar2 = *(uint *)(param_1 + 0x34);
    if (((uVar2 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar7 + 8) == uVar2 >> 0xc &&
        ((piVar6 = *(int **)(puVar7 + 4), piVar6 != (int *)0x0 &&
         (cVar3 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar3 != '\0')))))) {
      uVar2 = *(uint *)(param_1 + 0x34);
      if ((uVar2 == 0xffffffff) ||
         ((((puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc ||
            (*(uint *)(puVar7 + 8) != uVar2 >> 0xc)) ||
           (piVar6 = *(int **)(puVar7 + 4), piVar6 == (int *)0x0)) ||
          (cVar3 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar3 == '\0')))) {
        piVar6 = (int *)0x0;
      }
      cVar3 = (**(code **)(*piVar6 + 0x550))(piVar6);
      if (cVar3 != '\0') goto LAB_00a88be2;
    }
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
    *(undefined4 *)(param_1 + 0x34) = *puVar5;
  }
LAB_00a88be2:
  *(undefined4 *)this = 4;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)