L L4D2node

L4D1SurvivorMinigunAttack::AimWeapon

0x009238b0 · 113 bytes · __thiscall

_ZN25L4D1SurvivorMinigunAttack9AimWeaponEP11SurvivorBot

Decompiled

undefined (2 params)

/* L4D1SurvivorMinigunAttack::AimWeapon(SurvivorBot*) */

void __thiscall
L4D1SurvivorMinigunAttack::AimWeapon(L4D1SurvivorMinigunAttack *this,SurvivorBot *param_1)

{
  int iVar1;
  int *piVar2;
  
  iVar1 = SelectTarget(this,param_1);
  if (iVar1 != 0) {
    piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))(param_1);
    (**(code **)(*piVar2 + 0xc4))
              (piVar2,iVar1,2,0x40400000,0,"Aiming at selected target",1,0x3e800000);
  }
  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)