L L4D2node

Behavior<SurvivorBot>::Resume

0x00916f50 · 283 bytes · __thiscall

_ZN8BehaviorI11SurvivorBotE6ResumeEPS0_

Decompiled

undefined (2 params)

/* Behavior<SurvivorBot>::Resume(SurvivorBot*) */

void __thiscall Behavior<SurvivorBot>::Resume(Behavior<SurvivorBot> *this,SurvivorBot *param_1)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  undefined1 *puVar4;
  int in_GS_OFFSET;
  undefined **local_12c;
  undefined1 local_128;
  undefined1 local_127;
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  puVar4 = &stack0xfffffea4;
  if ((param_1 != (SurvivorBot *)0x0) &&
     (puVar4 = &stack0xfffffea4, *(int **)(this + 8) != (int *)0x0)) {
    (**(code **)(**(int **)(this + 8) + 0xc0))();
    iVar3 = Action<SurvivorBot>::ApplyResult();
    *(int *)(this + 8) = iVar3;
    puVar4 = &stack0xfffffea0;
    if (iVar3 != 0) {
      cVar2 = INextBot::IsDebugging((INextBot *)(param_1 + 0x4028),1);
      puVar4 = &stack0xfffffea0;
      if (cVar2 != '\0') {
        local_128 = 1;
        local_12c = &PTR_InitQuietTruncation_00c08ee8;
        local_127 = 0;
        local_24 = 0;
        pcVar1 = *(code **)(*(int *)(param_1 + 0x4028) + 0x144);
        Action<SurvivorBot>::DebugString(*(Action<SurvivorBot> **)(this + 8));
        CFmtStrN<256>::sprintf((CFmtStrN<256> *)&local_12c,"%s: %s");
        (*pcVar1)();
        puVar4 = &stack0xfffffea0;
      }
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)(puVar4 + -4) = &UNK_0091706f;
  __stack_chk_fail();
}

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)