L L4D2node

HunterAttack::OnInjured

0x00a9c8b0 · 333 bytes · __cdecl

_ZN12HunterAttack9OnInjuredEP6HunterRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* HunterAttack::OnInjured(Hunter*, CTakeDamageInfo const&) */

Hunter * HunterAttack::OnInjured(Hunter *param_1,CTakeDamageInfo *param_2)

{
  uint uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  int in_stack_0000000c;
  int in_stack_00000010;
  
  if ((*(byte *)(in_stack_00000010 + 0x48) & 8) == 0) {
    uVar1 = *(uint *)(param_2 + 0x34);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      cVar2 = (**(code **)(*(int *)(in_stack_0000000c + 0x4028) + 0x11c))
                        (in_stack_0000000c + 0x4028,*(int *)(puVar4 + 4),
                         *(undefined4 *)(HunterCommittedAttackRange._28_4_ + 0x2c));
      if (cVar2 == '\0') goto LAB_00a9c9e0;
    }
    puVar3 = ::operator_new(0x48);
    *(undefined4 *)param_1 = 2;
    puVar3[8] = 0;
    puVar3[9] = 0;
    puVar3[10] = 0;
    puVar3[3] = 0;
    puVar3[4] = 0;
    puVar3[5] = 0;
    puVar3[6] = 0;
    puVar3[7] = 0;
    puVar3[2] = 0;
    *(undefined1 *)(puVar3 + 0xc) = 0;
    *(undefined1 *)((int)puVar3 + 0x31) = 0;
    puVar3[0xb] = 0;
    *puVar3 = &PTR__HunterLeapToCover_00d317c8;
    puVar3[1] = &PTR__HunterLeapToCover_00d3192c;
    puVar3[0xe] = &PTR_NetworkStateChanged_00c0b6e0;
    puVar3[0xf] = 0;
    puVar3[0x10] = 0xbf800000;
    *(undefined4 **)(param_1 + 4) = puVar3;
    *(char **)(param_1 + 8) = "Ouch! Fleeing to cover!";
    *(undefined4 *)(param_1 + 0xc) = 2;
    return param_1;
  }
LAB_00a9c9e0:
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(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)