L L4D2node

PlayerLocomotion::PlayerLocomotion

0x0076d490 · 105 bytes · __thiscall

_ZN16PlayerLocomotionC2EP8INextBot

Decompiled

undefined (2 params)

/* PlayerLocomotion::PlayerLocomotion(INextBot*) */

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

{
  ILocomotion::ILocomotion((ILocomotion *)this,param_1);
  *(undefined ***)this = &PTR__PlayerLocomotion_00cab048;
  *(undefined ***)(this + 0x74) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0xbf800000;
  *(undefined ***)(this + 0xb0) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xb4) = 0;
  *(undefined4 *)(this + 0xb8) = 0xbf800000;
  *(undefined4 *)(this + 0x6c) = 0;
                    /* try { // try from 0076d4ed to 0076d4f1 has its CatchHandler @ 0076d4f9 */
  Reset(this);
  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)