L L4D2node

SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat

0x0091d890 · 10 bytes · __thiscall

_ZThn4_NK30SurvivorLiberateBesiegedFriend25SelectMoreDangerousThreatEPK8INextBotPK20CBaseCombatCharacterPS3_S6_

Decompiled

undefined (5 params)

/* non-virtual thunk to SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat(INextBot const*,
   CBaseCombatCharacter const*, CBaseCombatCharacter*, CBaseCombatCharacter*) const */

void __thiscall
SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat
          (SurvivorLiberateBesiegedFriend *this,INextBot *param_1,CBaseCombatCharacter *param_2,
          CBaseCombatCharacter *param_3,CBaseCombatCharacter *param_4)

{
  SelectMoreDangerousThreat((INextBot *)(this + -4),(CBaseCombatCharacter *)param_1,param_2,param_3)
  ;
  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)