L L4D2node

PathFollower::OnPathChanged

0x00762550 · 30 bytes · __cdecl

_ZN12PathFollower13OnPathChangedEP8INextBotN4Path10ResultTypeE

Decompiled

undefined (2 params)

/* PathFollower::OnPathChanged(INextBot*, Path::ResultType) */

void PathFollower::OnPathChanged(int *param_1)

{
  int iVar1;
  
  iVar1 = (**(code **)(*param_1 + 0x54))(param_1);
  param_1[0x11d6] = iVar1;
  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)