L L4D2node

PlayerBody::PlayerBody

0x0076ba90 · 115 bytes · __thiscall

_ZN10PlayerBodyC2EP8INextBot

Decompiled

undefined (2 params)

/* PlayerBody::PlayerBody(INextBot*) */

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

{
  undefined4 uVar1;
  
  INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
  *(undefined ***)this = &PTR__PlayerBody_00caad48;
  *(undefined4 *)(this + 0x5c) = 0xffffffff;
  *(undefined ***)(this + 100) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x68) = 0;
  *(undefined4 *)(this + 0x6c) = 0xbf800000;
  *(undefined ***)(this + 0x70) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x74) = 0xbf800000;
  *(undefined ***)(this + 0x8c) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x90) = 0xbf800000;
                    /* try { // try from 0076baf3 to 0076baf8 has its CatchHandler @ 0076bb03 */
  uVar1 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
  *(undefined4 *)(this + 0x14) = 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)