L L4D2node

CL4D1SurvivorSpawn::InputSpawnSurvivor

0x008d5800 · 138 bytes · __cdecl

_ZN18CL4D1SurvivorSpawn18InputSpawnSurvivorER11inputdata_t

Decompiled

undefined (1 param)

/* CL4D1SurvivorSpawn::InputSpawnSurvivor(inputdata_t&) */

void CL4D1SurvivorSpawn::InputSpawnSurvivor(inputdata_t *param_1)

{
  code *pcVar1;
  int *piVar2;
  
  if (*(int *)(param_1 + 0x440) - 4U < 5) {
    CDirector::AddSurvivorBot(TheDirector,*(int *)(param_1 + 0x440));
    piVar2 = (int *)CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(param_1 + 0x440));
    if (piVar2 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar2 + 0x1dc);
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
      (*pcVar1)(piVar2,param_1 + 0x2e0,&vec3_angle,&vec3_origin);
      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)