L L4D2node

ChargerBehavior::InitialContainedAction

0x00a8ba70 · 80 bytes · __cdecl

_ZN15ChargerBehavior22InitialContainedActionEP7Charger

Decompiled

undefined (1 param)

/* ChargerBehavior::InitialContainedAction(Charger*) */

ChargerAssault * ChargerBehavior::InitialContainedAction(Charger *param_1)

{
  char cVar1;
  ChargerAssault *this;
  ChargerAttack *this_00;
  
  cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
  if (cVar1 != '\0') {
    this = ::operator_new(0x4874);
                    /* try { // try from 00a8ba9a to 00a8ba9e has its CatchHandler @ 00a8bac8 */
    ChargerAssault::ChargerAssault(this);
    return this;
  }
  this_00 = ::operator_new(0x4874);
                    /* try { // try from 00a8baba to 00a8babe has its CatchHandler @ 00a8bada */
  ChargerAttack::ChargerAttack(this_00);
  return (ChargerAssault *)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)