L L4D2node

INextBot::SetPosition

0x00753e90 · 86 bytes · __thiscall

_ZN8INextBot11SetPositionERK6Vector

Decompiled

undefined (2 params)

/* INextBot::SetPosition(Vector const&) */

undefined4 __thiscall INextBot::SetPosition(INextBot *this,Vector *param_1)

{
  int *piVar1;
  undefined4 uVar2;
  CBaseEntity *this_00;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0xc4))(this);
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00753ec1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(*piVar1 + 0xb4))();
    return uVar2;
  }
  this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
  CBaseEntity::SetAbsOrigin(this_00,param_1);
  return 1;
}

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)