L L4D2node

JockeyBehavior::InitialContainedAction

0x00ab49f0 · 80 bytes · __cdecl

_ZN14JockeyBehavior22InitialContainedActionEP6Jockey

Decompiled

undefined (1 param)

/* JockeyBehavior::InitialContainedAction(Jockey*) */

JockeyAssault * JockeyBehavior::InitialContainedAction(Jockey *param_1)

{
  char cVar1;
  JockeyAssault *this;
  JockeyAttack *this_00;
  
  cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
  if (cVar1 != '\0') {
    this = ::operator_new(0x903c);
                    /* try { // try from 00ab4a1a to 00ab4a1e has its CatchHandler @ 00ab4a48 */
    JockeyAssault::JockeyAssault(this);
    return this;
  }
  this_00 = ::operator_new(0x903c);
                    /* try { // try from 00ab4a3a to 00ab4a3e has its CatchHandler @ 00ab4a5a */
  JockeyAttack::JockeyAttack(this_00);
  return (JockeyAssault *)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)