L L4D2node

SurvivorBehavior::OnIgnite

0x00926ef0 · 185 bytes · __cdecl

_ZN16SurvivorBehavior8OnIgniteEP11SurvivorBot

Decompiled

undefined (1 param)

/* SurvivorBehavior::OnIgnite(SurvivorBot*) */

SurvivorBot * SurvivorBehavior::OnIgnite(SurvivorBot *param_1)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x50);
  puVar1[8] = 0;
  puVar1[9] = 0;
  puVar1[10] = 0;
  puVar1[3] = 0;
  puVar1[4] = 0;
  puVar1[5] = 0;
  puVar1[6] = 0;
  puVar1[7] = 0;
  puVar1[2] = 0;
  *(undefined1 *)(puVar1 + 0xc) = 0;
  *(undefined1 *)((int)puVar1 + 0x31) = 0;
  puVar1[0xb] = 0;
  *puVar1 = &PTR__SurvivorEscapeFlames_00d056c8;
  puVar1[1] = &PTR__SurvivorEscapeFlames_00d05834;
  puVar1[0xe] = &PTR_NetworkStateChanged_00c23e10;
  puVar1[0xf] = 0xbf800000;
  puVar1[0x10] = &PTR_NetworkStateChanged_00c0b6e0;
  puVar1[0x11] = 0;
  puVar1[0x12] = 0xbf800000;
  *(undefined4 **)(param_1 + 4) = puVar1;
  *(undefined4 *)param_1 = 2;
  *(char **)(param_1 + 8) = "I\'m burning!";
  *(undefined4 *)(param_1 + 0xc) = 3;
  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)