SurvivorBehavior::OnStart
0x00926650 · 89 bytes · __thiscall
_ZN16SurvivorBehavior7OnStartEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorBehavior::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorBehavior * __thiscall
SurvivorBehavior::OnStart(SurvivorBehavior *this,SurvivorBot *param_1,Action *param_2)
{
undefined4 uVar1;
uVar1 = TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
*(undefined4 *)(param_1 + 0x5c) = uVar1;
(**(code **)(*(int *)param_2 + 0x5f8))(param_2,0);
param_1[0x6c] = (SurvivorBot)0x0;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
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.