L L4D2node

INextBotEventResponder::OnMoveToFailure

0x003e2060 · 77 bytes · __thiscall

_ZN22INextBotEventResponder15OnMoveToFailureEPK4Path17MoveToFailureType

Decompiled

undefined (3 params)

/* INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) */

void __thiscall
INextBotEventResponder::OnMoveToFailure
          (INextBotEventResponder *this,undefined4 param_1,undefined4 param_3)

{
  int *piVar1;
  
  for (piVar1 = (int *)(**(code **)(*(int *)this + 8))(this); piVar1 != (int *)0x0;
      piVar1 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar1)) {
    (**(code **)(*piVar1 + 0x24))(piVar1,param_1,param_3);
  }
  return;
}

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)