L L4D2node

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 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)