L L4D2node

ILocomotion::ClearStuckStatus

0x00755a70 · 251 bytes · __thiscall

_ZN11ILocomotion16ClearStuckStatusEPKc

Decompiled

undefined (2 params)

/* ILocomotion::ClearStuckStatus(char const*) */

void __thiscall ILocomotion::ClearStuckStatus(ILocomotion *this,char *param_1)

{
  char cVar1;
  undefined4 *puVar2;
  INextBot *this_00;
  int *piVar3;
  undefined4 uVar4;
  longdouble lVar5;
  
  cVar1 = (**(code **)(*(int *)this + 0x168))(this);
  if (cVar1 != '\0') {
    this[0x34] = (ILocomotion)0x0;
    piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    (**(code **)(*piVar3 + 0x2c))(piVar3);
  }
  puVar2 = (undefined4 *)(**(code **)(*(int *)this + 300))(this);
  *(undefined4 *)(this + 0x4c) = *puVar2;
  *(undefined4 *)(this + 0x50) = puVar2[1];
  *(undefined4 *)(this + 0x54) = puVar2[2];
  lVar5 = (longdouble)IntervalTimer::Now();
  if ((float)lVar5 != *(float *)(this + 0x3c)) {
    (**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x3c);
    *(float *)(this + 0x3c) = (float)lVar5;
  }
  this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
  cVar1 = INextBot::IsDebugging(this_00,0x10);
  if (cVar1 != '\0') {
    piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    uVar4 = (**(code **)(*piVar3 + 0x13c))(piVar3);
    DevMsg("%3.2f: ClearStuckStatus: %s %s\n",(double)*(float *)(gpGlobals + 0xc),uVar4,param_1);
  }
  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)