L L4D2node

SurvivorAttack::OnStart

0x0091b020 · 204 bytes · __thiscall

_ZN14SurvivorAttack7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  longdouble lVar1;
  
  *(undefined4 *)(param_1 + 0x50) = 0;
  param_1[0x80] = (SurvivorBot)0x0;
  EquipBestWeapon((SurvivorAttack *)param_1,(SurvivorBot *)param_2);
  *(undefined4 *)(param_1 + 100) = 0;
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + 0.9 != *(float *)(param_1 + 0x70)) {
    (**(code **)(*(int *)(param_1 + 0x68) + 4))(param_1 + 0x68,param_1 + 0x70);
    *(float *)(param_1 + 0x70) = (float)lVar1 + 0.9;
  }
  if (*(float *)(param_1 + 0x6c) != 0.9) {
    (**(code **)(*(int *)(param_1 + 0x68) + 4))(param_1 + 0x68,param_1 + 0x6c);
    *(undefined4 *)(param_1 + 0x6c) = 0x3f666666;
  }
  param_1[0x32] = (SurvivorBot)0x0;
  *(undefined4 *)(param_1 + 0x4c) = 0xffffffff;
  *(undefined4 *)(param_1 + 0x50) = 0;
  *(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)