L L4D2node

TankAttack::OnStart

0x00ae1e80 · 301 bytes · __thiscall

_ZN10TankAttack7OnStartEP4TankP6ActionIS0_E

Decompiled

undefined (3 params)

/* TankAttack::OnStart(Tank*, Action<Tank>*) */

TankAttack * __thiscall TankAttack::OnStart(TankAttack *this,Tank *param_1,Action *param_2)

{
  int *piVar1;
  longdouble lVar2;
  TankAttackMusic local_1d [13];
  
  piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  (**(code **)(*piVar1 + 0xec))(piVar1,0);
  lVar2 = (longdouble)IntervalTimer::Now();
  if ((float)lVar2 != *(float *)(param_1 + 0x484c)) {
    (**(code **)(*(int *)(param_1 + 0x4848) + 4))(param_1 + 0x4848,param_1 + 0x484c);
    *(float *)(param_1 + 0x484c) = (float)lVar2;
  }
  if (*(float *)(param_1 + 0x486c) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x4868) + 4))(param_1 + 0x4868,param_1 + 0x486c);
    *(undefined4 *)(param_1 + 0x486c) = 0xbf800000;
  }
  if (*(float *)(param_1 + 0x4864) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x485c) + 4))(param_1 + 0x485c,param_1 + 0x4864);
    *(undefined4 *)(param_1 + 0x4864) = 0xbf800000;
  }
  UpdateThrowAimError((TankAttack *)param_1);
  ForEachTerrorPlayer<TankAttackMusic>(local_1d);
  *(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)