L L4D2node

SurvivorDispatchEnemy::OnStart

0x0091dca0 · 158 bytes · __cdecl

_ZN21SurvivorDispatchEnemy7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (2 params)

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

SurvivorBot * SurvivorDispatchEnemy::OnStart(SurvivorBot *param_1,Action *param_2)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + 8.0 != *(float *)(param_2 + 0x40)) {
    (**(code **)(*(int *)(param_2 + 0x38) + 4))(param_2 + 0x38,param_2 + 0x40);
    *(float *)(param_2 + 0x40) = (float)lVar1 + 8.0;
  }
  if (*(float *)(param_2 + 0x3c) != 8.0) {
    (**(code **)(*(int *)(param_2 + 0x38) + 4))(param_2 + 0x38,param_2 + 0x3c);
    *(undefined4 *)(param_2 + 0x3c) = 0x41000000;
  }
  param_2[0x44] = (Action)0x0;
  param_2[0x45] = (Action)0x0;
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return param_1;
}

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)