L L4D2node

SurvivorAttack::AimWeapon

0x009192c0 · 145 bytes · __thiscall

_ZN14SurvivorAttack9AimWeaponEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorAttack::AimWeapon(SurvivorBot*) */

void __thiscall SurvivorAttack::AimWeapon(SurvivorAttack *this,SurvivorBot *param_1)

{
  char cVar1;
  CBaseCombatCharacter *pCVar2;
  SurvivorIntention *this_00;
  int *piVar3;
  
  pCVar2 = (CBaseCombatCharacter *)SelectTarget(this,param_1);
  if (pCVar2 != (CBaseCombatCharacter *)0x0) {
    this_00 = (SurvivorIntention *)(**(code **)(*(int *)param_1 + 0x9a8))(param_1);
    cVar1 = SurvivorIntention::IsImmediatelyDangerousTo(this_00,(CTerrorPlayer *)param_1,pCVar2);
    piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))(param_1);
    (**(code **)(*piVar3 + 0xc4))
              (piVar3,pCVar2,2 - (uint)(cVar1 == '\0'),0x40400000,0,"Aiming at selected target",1,
               0x3e800000);
  }
  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)