SurvivorBehavior::OnCommandApproach
0x00928400 · 74 bytes · __thiscall
_ZN16SurvivorBehavior17OnCommandApproachEP11SurvivorBotRK6Vectorf
Decompiled
undefined (4 params)
/* SurvivorBehavior::OnCommandApproach(SurvivorBot*, Vector const&, float) */
SurvivorBehavior * __thiscall
SurvivorBehavior::OnCommandApproach
(SurvivorBehavior *this,SurvivorBot *param_1,Vector *param_2,float param_3)
{
SurvivorDebugApproach *this_00;
this_00 = ::operator_new(0x4c);
SurvivorDebugApproach::SurvivorDebugApproach(this_00,(Vector *)param_3);
*(undefined4 *)this = 2;
*(SurvivorDebugApproach **)(this + 4) = this_00;
*(char **)(this + 8) = "Got debug command to move somewhere";
*(undefined4 *)(this + 0xc) = 3;
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.