L L4D2node

DirectChasePath::NotifyVictim

0x0075e8a0 · 59 bytes · __thiscall

_ZN15DirectChasePath12NotifyVictimEP8INextBotP11CBaseEntity

Decompiled

undefined (3 params)

/* DirectChasePath::NotifyVictim(INextBot*, CBaseEntity*) */

void __thiscall
DirectChasePath::NotifyVictim(DirectChasePath *this,INextBot *param_1,CBaseEntity *param_2)

{
  int *piVar1;
  
  if (param_2 != (CBaseEntity *)0x0) {
    piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0075e8d3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar1 + 0x554))();
      return;
    }
  }
  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)