L L4D2node

HunterAttack::OnShoved

0x00a9c6d0 · 465 bytes · __cdecl

_ZN12HunterAttack8OnShovedEP6HunterP11CBaseEntity

Decompiled

undefined (2 params)

/* HunterAttack::OnShoved(Hunter*, CBaseEntity*) */

Hunter * HunterAttack::OnShoved(Hunter *param_1,CBaseEntity *param_2)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  undefined *puVar4;
  undefined4 *puVar5;
  int *piVar6;
  undefined4 uVar7;
  int in_stack_0000000c;
  int *in_stack_00000010;
  
  if (in_stack_00000010 != (int *)0x0) {
    cVar3 = (**(code **)(*in_stack_00000010 + 0x16c))();
    if (cVar3 != '\0') {
      uVar1 = *(uint *)(param_2 + 0x34);
      if ((((uVar1 != 0xffffffff) &&
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
         (piVar6 = *(int **)(puVar4 + 4), piVar6 != (int *)0x0)) {
        cVar3 = (**(code **)(*piVar6 + 0x804))(piVar6);
        if (cVar3 != '\0') {
          piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                    (gameeventmanager,"hunter_punched",0,0);
          if (piVar6 != (int *)0x0) {
            pcVar2 = *(code **)(*piVar6 + 0x30);
            uVar7 = (**(code **)(*engine + 0x40))(engine,in_stack_00000010[0xc]);
            (*pcVar2)(piVar6,"userid",uVar7);
            pcVar2 = *(code **)(*piVar6 + 0x30);
            uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(in_stack_0000000c + 0x30));
            (*pcVar2)(piVar6,"hunteruserid",uVar7);
            (**(code **)(*piVar6 + 0x2c))(piVar6,"islunging",0);
            (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
          }
        }
      }
    }
  }
  puVar5 = ::operator_new(0x48);
  *(undefined4 *)param_1 = 2;
  puVar5[8] = 0;
  puVar5[9] = 0;
  puVar5[10] = 0;
  puVar5[3] = 0;
  puVar5[4] = 0;
  puVar5[5] = 0;
  puVar5[6] = 0;
  puVar5[7] = 0;
  puVar5[2] = 0;
  *(undefined1 *)(puVar5 + 0xc) = 0;
  *(undefined1 *)((int)puVar5 + 0x31) = 0;
  puVar5[0xb] = 0;
  *puVar5 = &PTR__HunterLeapToCover_00d317c8;
  puVar5[1] = &PTR__HunterLeapToCover_00d3192c;
  puVar5[0xe] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar5[0xf] = 0;
  puVar5[0x10] = 0xbf800000;
  *(undefined4 **)(param_1 + 4) = puVar5;
  *(char **)(param_1 + 8) = "Ooof! Fleeing to cover!";
  *(undefined4 *)(param_1 + 0xc) = 2;
  return param_1;
}

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)