L L4D2node

ILocomotion::ILocomotion

0x007570c0 · 127 bytes · __thiscall

_ZN11ILocomotionC2EP8INextBot

Decompiled

undefined (2 params)

/* ILocomotion::ILocomotion(INextBot*) */

void __thiscall ILocomotion::ILocomotion(ILocomotion *this,INextBot *param_1)

{
  undefined4 uVar1;
  
  INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
  *(undefined ***)this = &PTR__ILocomotion_00ca96e8;
  *(undefined ***)(this + 0x38) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x3c) = 0xbf800000;
  *(undefined4 *)(this + 0x48) = 0xbf800000;
  *(undefined4 *)(this + 0x5c) = 0xbf800000;
  uVar1 = vec3_origin;
  *(undefined ***)(this + 0x40) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x60) = uVar1;
  uVar1 = DAT_01053d4c;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 100) = uVar1;
  uVar1 = DAT_01053d50;
  *(undefined ***)(this + 0x58) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x68) = uVar1;
  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)