L L4D2node

CPhysicsNPCSolver::Init

0x00793a50 · 124 bytes · __thiscall

_ZN17CPhysicsNPCSolver4InitEP11CAI_BaseNPCP11CBaseEntitybf

Decompiled

undefined (5 params)

/* CPhysicsNPCSolver::Init(CAI_BaseNPC*, CBaseEntity*, bool, float) */

void __thiscall
CPhysicsNPCSolver::Init
          (CPhysicsNPCSolver *this,CAI_BaseNPC *param_1,CBaseEntity *param_2,bool param_3,
          float param_4)

{
  undefined4 *puVar1;
  
  if (param_1 == (CAI_BaseNPC *)0x0) {
    *(undefined4 *)(this + 0x448) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x448) = *puVar1;
  }
  if (param_2 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x44c) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    *(undefined4 *)(this + 0x44c) = *puVar1;
  }
  *(undefined4 *)(this + 0x450) = 0;
  this[0x45c] = (CPhysicsNPCSolver)param_3;
  *(float *)(this + 0x454) = param_4;
  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)