L L4D2node

SurvivorAttack::OnSuspend

0x00918bd0 · 198 bytes · __thiscall

_ZN14SurvivorAttack9OnSuspendEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorAttack::OnSuspend(SurvivorBot*, Action<SurvivorBot>*) */

SurvivorAttack * __thiscall
SurvivorAttack::OnSuspend(SurvivorAttack *this,SurvivorBot *param_1,Action *param_2)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  
  if (param_1[0x80] != (SurvivorBot)0x0) {
    piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
    iVar1 = piVar3[0x18];
    if (iVar1 < 1) {
      piVar3 = (int *)(**(code **)(*piVar3 + 0xb0))(piVar3);
      uVar4 = (**(code **)(*piVar3 + 0x13c))(piVar3);
      DevMsg("%3.2f: %s: PopLegsStack: Underflow\n",(double)*(float *)(gpGlobals + 0xc),uVar4);
    }
    else {
      iVar5 = iVar1 + -1;
      piVar3[0x18] = iVar5;
      piVar2 = (int *)piVar3[iVar1 + 8];
      if (piVar2 != (int *)0x0) {
        (**(code **)(*piVar2 + 4))(piVar2);
        iVar5 = piVar3[0x18];
      }
      if ((Behavior<SurvivorBot> *)piVar3[iVar5 + 8] != (Behavior<SurvivorBot> *)0x0) {
        Behavior<SurvivorBot>::Resume
                  ((Behavior<SurvivorBot> *)piVar3[iVar5 + 8],(SurvivorBot *)piVar3[6]);
      }
    }
    param_1[0x80] = (SurvivorBot)0x0;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)