L L4D2node

SurvivorCheckpointReached::InitialContainedAction

0x00917300 · 214 bytes · __cdecl

_ZN25SurvivorCheckpointReached22InitialContainedActionEP11SurvivorBot

Decompiled

undefined (1 param)

/* SurvivorCheckpointReached::InitialContainedAction(SurvivorBot*) */

void SurvivorCheckpointReached::InitialContainedAction(SurvivorBot *param_1)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x84);
  puVar1[8] = 0;
  puVar1[9] = 0;
  puVar1[10] = 0;
  puVar1[3] = 0;
  puVar1[4] = 0;
  puVar1[5] = 0;
  puVar1[6] = 0;
  puVar1[7] = 0;
  puVar1[2] = 0;
  *(undefined1 *)(puVar1 + 0xc) = 0;
  *(undefined1 *)((int)puVar1 + 0x31) = 0;
  puVar1[0xb] = 0;
  *puVar1 = &PTR__SurvivorAttack_00d00f28;
  puVar1[1] = &PTR__SurvivorAttack_00d01094;
  puVar1[0xd] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0xe] = 0;
  puVar1[0xf] = 0xbf800000;
  puVar1[0x10] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0x11] = 0;
  puVar1[0x12] = 0xbf800000;
  puVar1[0x13] = 0xffffffff;
  puVar1[0x15] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0x16] = 0;
  puVar1[0x17] = 0xbf800000;
  puVar1[0x1a] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0x1b] = 0;
  puVar1[0x1c] = 0xbf800000;
  puVar1[0x1d] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0x1e] = 0;
  puVar1[0x1f] = 0xbf800000;
  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)