L L4D2node

SurvivorIntention::ChangeLegs

0x00915b60 · 121 bytes · __thiscall

_ZN17SurvivorIntention10ChangeLegsEP6ActionI11SurvivorBotE

Decompiled

undefined (2 params)

/* SurvivorIntention::ChangeLegs(Action<SurvivorBot>*) */

void __thiscall SurvivorIntention::ChangeLegs(SurvivorIntention *this,Action *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  
  piVar1 = *(int **)(this + *(int *)(this + 0x60) * 4 + 0x20);
  puVar2 = ::operator_new(0x38);
  *puVar2 = &PTR__Behavior_00d00308;
  puVar2[1] = &PTR__Behavior_00d003d0;
                    /* try { // try from 00915baa to 00915bae has its CatchHandler @ 00915be0 */
  CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar2 + 3),"%s",&DAT_00d539c2);
  puVar2[2] = param_1;
  *(undefined4 **)(this + *(int *)(this + 0x60) * 4 + 0x20) = puVar2;
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00915bcf. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 4))();
    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)