L L4D2node

SurvivorDislodgeVictim::OnStart

0x0092a570 · 65 bytes · __thiscall

_ZN22SurvivorDislodgeVictim7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorDislodgeVictim::OnStart(SurvivorBot*, Action<SurvivorBot>*) */

SurvivorDislodgeVictim * __thiscall
SurvivorDislodgeVictim::OnStart(SurvivorDislodgeVictim *this,SurvivorBot *param_1,Action *param_2)

{
  (**(code **)(*(int *)param_2 + 0x984))(param_2);
  SurvivorUseObject::OnStart((SurvivorUseObject *)this,param_1,param_2);
  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)