L L4D2node

SurvivorDispatchEnemy::Update

0x0091e2d0 · 78 bytes · __thiscall

_ZN21SurvivorDispatchEnemy6UpdateEP11SurvivorBotf

Decompiled

undefined (3 params)

/* SurvivorDispatchEnemy::Update(SurvivorBot*, float) */

SurvivorDispatchEnemy * __thiscall
SurvivorDispatchEnemy::Update(SurvivorDispatchEnemy *this,SurvivorBot *param_1,float param_2)

{
  if (param_1[0x45] == (SurvivorBot)0x0) {
    UpdateWeaponNotReady(this,param_1,param_2);
    return this;
  }
  UpdateWeaponReady(this,param_1,param_2);
  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)