L4D1SurvivorBehavior::OnSight
0x00922f50 · 157 bytes · __thiscall
_ZN20L4D1SurvivorBehavior7OnSightEP11SurvivorBotP11CBaseEntity
Decompiled
undefined (3 params)
/* L4D1SurvivorBehavior::OnSight(SurvivorBot*, CBaseEntity*) */
L4D1SurvivorBehavior * __thiscall
L4D1SurvivorBehavior::OnSight(L4D1SurvivorBehavior *this,SurvivorBot *param_1,CBaseEntity *param_2)
{
IVision *this_00;
longdouble lVar1;
int local_10;
local_10 = 0;
this_00 = (IVision *)(**(code **)(*(int *)param_2 + 0x9ac))(param_2);
IVision::ForEachRecognized<ThreatCounter>(this_00,(ThreatCounter *)&local_10);
if (7 < local_10) {
lVar1 = (longdouble)RandomFloat(0x3f000000,0x3f800000);
SurvivorBot::Say((SurvivorBot *)param_2,"SurvivorBotWarnIncoming",2,(float)lVar1,0);
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.