L L4D2node

SpitterPrepareAmbush::OnInjured

0x00ad9d80 · 120 bytes · __thiscall

_ZN20SpitterPrepareAmbush9OnInjuredEP7SpitterRK15CTakeDamageInfo

Decompiled

undefined (3 params)

/* SpitterPrepareAmbush::OnInjured(Spitter*, CTakeDamageInfo const&) */

SpitterPrepareAmbush * __thiscall
SpitterPrepareAmbush::OnInjured
          (SpitterPrepareAmbush *this,Spitter *param_1,CTakeDamageInfo *param_2)

{
  char cVar1;
  SpitterAttack *this_00;
  
  cVar1 = CTerrorPlayer::IsCustomAbilityReadyToFire((CTerrorPlayer *)param_2);
  if (cVar1 == '\0') {
    *(undefined4 *)this = 4;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    *(undefined4 *)(this + 0xc) = 1;
    return this;
  }
  this_00 = ::operator_new(0x4858);
                    /* try { // try from 00ad9dd1 to 00ad9dd5 has its CatchHandler @ 00ad9df8 */
  SpitterAttack::SpitterAttack(this_00);
  *(undefined4 *)this = 1;
  *(SpitterAttack **)(this + 4) = this_00;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)