L L4D2node

JockeyAttack::OnCommandAttack

0x00ab1fe0 · 125 bytes · __cdecl

_ZN12JockeyAttack15OnCommandAttackEP6JockeyP11CBaseEntity

Decompiled

undefined (2 params)

/* JockeyAttack::OnCommandAttack(Jockey*, CBaseEntity*) */

Jockey * JockeyAttack::OnCommandAttack(Jockey *param_1,CBaseEntity *param_2)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  CBaseEntity *in_stack_00000010;
  
  cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
  if (cVar1 != '\0') {
    iVar2 = CBaseEntity::GetTeamNumber(in_stack_00000010);
    if (iVar2 != 4) {
      cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
      if (cVar1 == '\0') {
        *(undefined4 *)(param_2 + 0x3c) = 0xffffffff;
      }
      else {
        puVar3 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
        *(undefined4 *)(param_2 + 0x3c) = *puVar3;
      }
    }
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  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)