L L4D2node

SurvivorBehavior::OnPickUp

0x00926be0 · 169 bytes · __cdecl

_ZN16SurvivorBehavior8OnPickUpEP11SurvivorBotP11CBaseEntityP20CBaseCombatCharacter

Decompiled

undefined (3 params)

/* SurvivorBehavior::OnPickUp(SurvivorBot*, CBaseEntity*, CBaseCombatCharacter*) */

SurvivorBot *
SurvivorBehavior::OnPickUp(SurvivorBot *param_1,CBaseEntity *param_2,CBaseCombatCharacter *param_3)

{
  char cVar1;
  longdouble lVar2;
  int in_stack_00000010;
  int in_stack_00000014;
  
  if ((in_stack_00000010 != 0) && (in_stack_00000014 != 0)) {
    cVar1 = (**(code **)(*(int *)(param_3 + 0x4028) + 0xe0))(param_3 + 0x4028);
    if (cVar1 == '\0') {
      lVar2 = (longdouble)RandomFloat(0x3f800000,0x40000000);
      SurvivorBot::Say((SurvivorBot *)param_3,"SurvivorBotThanksForGift",1,(float)lVar2,
                       in_stack_00000014);
    }
  }
  *(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)