L L4D2node

TankAttack::OnCommandAttack

0x00ae0de0 · 178 bytes · __cdecl

_ZN10TankAttack15OnCommandAttackEP4TankP11CBaseEntity

Decompiled

undefined (2 params)

/* TankAttack::OnCommandAttack(Tank*, CBaseEntity*) */

Tank * TankAttack::OnCommandAttack(Tank *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), iVar2 != 4)) &&
      (cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))(), cVar1 != '\0')) &&
     ((iVar2 = CBaseEntity::GetTeamNumber(in_stack_00000010), iVar2 != 3 ||
      (iVar2 = (**(code **)(*(int *)in_stack_00000010 + 0x544))(), iVar2 != 8)))) {
    cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
    if (cVar1 == '\0') {
      *(undefined4 *)(param_2 + 0x34) = 0xffffffff;
    }
    else {
      puVar3 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
      *(undefined4 *)(param_2 + 0x34) = *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)