L L4D2node

SurvivorBehavior::OnShoved

0x00926b20 · 175 bytes · __cdecl

_ZN16SurvivorBehavior8OnShovedEP11SurvivorBotP11CBaseEntity

Decompiled

undefined (2 params)

/* SurvivorBehavior::OnShoved(SurvivorBot*, CBaseEntity*) */

SurvivorBot * SurvivorBehavior::OnShoved(SurvivorBot *param_1,CBaseEntity *param_2)

{
  char cVar1;
  int *piVar2;
  longdouble lVar3;
  SurvivorBot *in_stack_0000000c;
  int *in_stack_00000010;
  
  if (in_stack_00000010 != (int *)0x0) {
    cVar1 = (**(code **)(*in_stack_00000010 + 0x16c))();
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*in_stack_00000010 + 0x16c))();
      piVar2 = (int *)0x0;
      if (cVar1 != '\0') {
        piVar2 = in_stack_00000010;
      }
      cVar1 = (**(code **)(*piVar2 + 0x5a8))(piVar2);
      if (cVar1 == '\0') {
        lVar3 = (longdouble)RandomFloat(0x3f800000,0x40000000);
        SurvivorBot::Say(in_stack_0000000c,"SurvivorBotWasShoved",2,(float)lVar3,0);
      }
    }
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

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)