L L4D2node

ChargerAttack::OnStart

0x00a88d90 · 230 bytes · __thiscall

_ZN13ChargerAttack7OnStartEP7ChargerP6ActionIS0_E

Decompiled

undefined (3 params)

/* ChargerAttack::OnStart(Charger*, Action<Charger>*) */

ChargerAttack * __thiscall
ChargerAttack::OnStart(ChargerAttack *this,Charger *param_1,Action *param_2)

{
  int *piVar1;
  longdouble lVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  (**(code **)(*piVar1 + 0xec))(piVar1,0);
  if (*(float *)(param_1 + 0x4868) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x4860) + 4))(param_1 + 0x4860,param_1 + 0x4868);
    *(undefined4 *)(param_1 + 0x4868) = 0xbf800000;
  }
  lVar2 = (longdouble)IntervalTimer::Now();
  if ((float)lVar2 != *(float *)(param_1 + 0x4870)) {
    (**(code **)(*(int *)(param_1 + 0x486c) + 4))(param_1 + 0x486c,param_1 + 0x4870);
    *(float *)(param_1 + 0x4870) = (float)lVar2;
  }
  *(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)