CAI_ProxyMovementSink::OnMoveExecuteFailed
0x0041b2b0 · 62 bytes · __thiscall
_ZN21CAI_ProxyMovementSink19OnMoveExecuteFailedERK17AILocalMoveGoal_tRK13AIMoveTrace_t19AIMotorMoveResult_tP14AIMoveResult_t
Decompiled
undefined (5 params)
/* CAI_ProxyMovementSink::OnMoveExecuteFailed(AILocalMoveGoal_t const&, AIMoveTrace_t const&,
AIMotorMoveResult_t, AIMoveResult_t*) */
undefined4 __thiscall
CAI_ProxyMovementSink::OnMoveExecuteFailed
(CAI_ProxyMovementSink *this,undefined4 param_1,undefined4 param_2,undefined4 param_4,
undefined4 param_5)
{
int *piVar1;
undefined4 uVar2;
piVar1 = *(int **)(this + 4);
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 0x20))(piVar1,param_1,param_2,param_4,param_5);
if ((char)uVar2 != '\0') {
return uVar2;
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.