L L4D2node

PressFireButtonReply::OnSuccess

0x0076a060 · 79 bytes · __thiscall

_ZN20PressFireButtonReply9OnSuccessEP8INextBot

Decompiled

undefined (2 params)

/* PressFireButtonReply::OnSuccess(INextBot*) */

void __thiscall PressFireButtonReply::OnSuccess(PressFireButtonReply *this,INextBot *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
  if (iVar1 != 0) {
    puVar2 = (undefined4 *)
             __dynamic_cast(iVar1,&CBaseCombatCharacter::typeinfo,&INextBotPlayerInput::typeinfo,
                            0xfffffffe);
    if (puVar2 != (undefined4 *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0076a0ab. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)*puVar2)();
      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)