L L4D2node

TankBehavior::InitialContainedAction

0x00aee970 · 108 bytes · __thiscall

_ZN12TankBehavior22InitialContainedActionEP4Tank

Decompiled

undefined (2 params)

/* TankBehavior::InitialContainedAction(Tank*) */

TankAttack * __thiscall TankBehavior::InitialContainedAction(TankBehavior *this,Tank *param_1)

{
  char cVar1;
  TankAttack *this_00;
  TankIdle *this_01;
  
  cVar1 = CDirector::IsFinale(TheDirector);
  if (cVar1 == '\0') {
    cVar1 = (**(code **)(*(int *)param_1 + 0x998))(param_1);
    if (cVar1 == '\0') {
      this_01 = ::operator_new(0x34);
                    /* try { // try from 00aee9d6 to 00aee9da has its CatchHandler @ 00aee9e4 */
      TankIdle::TankIdle(this_01);
      return (TankAttack *)this_01;
    }
  }
  this_00 = ::operator_new(0x487c);
                    /* try { // try from 00aee99a to 00aee99e has its CatchHandler @ 00aee9f6 */
  TankAttack::TankAttack(this_00);
  return 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)