L L4D2node

SurvivorApproachMinigun::OnEnd

0x00926440 · 145 bytes · __cdecl

_ZN23SurvivorApproachMinigun5OnEndEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (2 params)

/* SurvivorApproachMinigun::OnEnd(SurvivorBot*, Action<SurvivorBot>*) */

void SurvivorApproachMinigun::OnEnd(SurvivorBot *param_1,Action *param_2)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  iVar1 = piVar3[0x18];
  if (iVar1 < 1) {
    piVar3 = (int *)(**(code **)(*piVar3 + 0xb0))(piVar3);
    uVar4 = (**(code **)(*piVar3 + 0x13c))(piVar3);
    DevMsg("%3.2f: %s: PopLegsStack: Underflow\n",(double)*(float *)(gpGlobals + 0xc),uVar4);
  }
  else {
    iVar5 = iVar1 + -1;
    piVar3[0x18] = iVar5;
    piVar2 = (int *)piVar3[iVar1 + 8];
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 4))(piVar2);
      iVar5 = piVar3[0x18];
    }
    if ((Behavior<SurvivorBot> *)piVar3[iVar5 + 8] != (Behavior<SurvivorBot> *)0x0) {
      Behavior<SurvivorBot>::Resume
                ((Behavior<SurvivorBot> *)piVar3[iVar5 + 8],(SurvivorBot *)piVar3[6]);
      return;
    }
  }
  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)