L L4D2node

SpitterWaitInAmbush::OnStart

0x00ad9970 · 223 bytes · __thiscall

_ZN19SpitterWaitInAmbush7OnStartEP7SpitterP6ActionIS0_E

Decompiled

undefined (3 params)

/* SpitterWaitInAmbush::OnStart(Spitter*, Action<Spitter>*) */

SpitterWaitInAmbush * __thiscall
SpitterWaitInAmbush::OnStart(SpitterWaitInAmbush *this,Spitter *param_1,Action *param_2)

{
  float fVar1;
  undefined4 uVar2;
  int *piVar3;
  longdouble lVar4;
  
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
  (**(code **)(*piVar3 + 0x10c))(piVar3,2);
  (**(code **)(*piVar3 + 0xec))(piVar3,0);
  uVar2 = z_spitter_max_wait_time._28_4_;
  *(undefined4 *)(param_1 + 0x34) = 0;
  fVar1 = *(float *)(uVar2 + 0x2c);
  lVar4 = (longdouble)CountdownTimer::Now();
  if ((float)lVar4 + fVar1 != *(float *)(param_1 + 0x40)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
    *(float *)(param_1 + 0x40) = (float)lVar4 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = fVar1;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)