L L4D2node

JockeyAttack::OnCommandAssault

0x00ab1f80 · 67 bytes · __cdecl

_ZN12JockeyAttack16OnCommandAssaultEP6Jockey

Decompiled

undefined (1 param)

/* JockeyAttack::OnCommandAssault(Jockey*) */

Jockey * JockeyAttack::OnCommandAssault(Jockey *param_1)

{
  JockeyAssault *this;
  
  this = ::operator_new(0x903c);
                    /* try { // try from 00ab1f9c to 00ab1fa0 has its CatchHandler @ 00ab1fc3 */
  JockeyAssault::JockeyAssault(this);
  *(undefined4 *)param_1 = 1;
  *(JockeyAssault **)(param_1 + 4) = this;
  *(char **)(param_1 + 8) = "Assault!";
  *(undefined4 *)(param_1 + 0xc) = 3;
  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)