L L4D2node

INextBot::ClearImmobileStatus

0x00753130 · 137 bytes · __thiscall

_ZN8INextBot19ClearImmobileStatusEv

Decompiled

undefined (1 param)

/* INextBot::ClearImmobileStatus() */

void __thiscall INextBot::ClearImmobileStatus(INextBot *this)

{
  CBaseEntity *this_00;
  
  if (*(float *)(this + 0x38) != -1.0) {
    (**(code **)(*(int *)(this + 0x34) + 4))(this + 0x34,this + 0x38);
    *(undefined4 *)(this + 0x38) = 0xbf800000;
  }
  this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this_00 + 0x2e0);
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this_00 + 0x2e4);
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this_00 + 0x2e8);
  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)