L L4D2node

L4D1SurvivorBehavior::OnCommandApproach

0x009223b0 · 74 bytes · __thiscall

_ZN20L4D1SurvivorBehavior17OnCommandApproachEP11SurvivorBotRK6Vectorf

Decompiled

undefined (4 params)

/* L4D1SurvivorBehavior::OnCommandApproach(SurvivorBot*, Vector const&, float) */

L4D1SurvivorBehavior * __thiscall
L4D1SurvivorBehavior::OnCommandApproach
          (L4D1SurvivorBehavior *this,SurvivorBot *param_1,Vector *param_2,float param_3)

{
  SurvivorDebugApproach *this_00;
  
  this_00 = ::operator_new(0x4c);
                    /* try { // try from 009223d3 to 009223d7 has its CatchHandler @ 009223fa */
  SurvivorDebugApproach::SurvivorDebugApproach(this_00,(Vector *)param_3);
  *(undefined4 *)this = 2;
  *(SurvivorDebugApproach **)(this + 4) = this_00;
  *(char **)(this + 8) = "Got debug command to move somewhere";
  *(undefined4 *)(this + 0xc) = 3;
  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)