L L4D2node

SpitterBehavior::InitialContainedAction

0x00ad9200 · 87 bytes · __cdecl

_ZN15SpitterBehavior22InitialContainedActionEP7Spitter

Decompiled

undefined (1 param)

/* SpitterBehavior::InitialContainedAction(Spitter*) */

SpitterAssault * SpitterBehavior::InitialContainedAction(Spitter *param_1)

{
  char cVar1;
  SpitterAssault *this;
  SpitterPrepareAmbush *this_00;
  
  cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
  if (cVar1 != '\0') {
    this = ::operator_new(0x4858);
                    /* try { // try from 00ad922a to 00ad922e has its CatchHandler @ 00ad925f */
    SpitterAssault::SpitterAssault(this);
    return this;
  }
  this_00 = ::operator_new(0x481c);
                    /* try { // try from 00ad9251 to 00ad9255 has its CatchHandler @ 00ad9271 */
  SpitterPrepareAmbush::SpitterPrepareAmbush(this_00);
  return (SpitterAssault *)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)