L L4D2node

SurvivorEscapeSpit::OnStart

0x0092b8f0 · 402 bytes · __thiscall

_ZN18SurvivorEscapeSpit7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 *puVar4;
  undefined4 uVar5;
  longdouble lVar6;
  CAI_Concept local_24 [20];
  
  lVar6 = (longdouble)IntervalTimer::Now();
  if ((float)lVar6 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = (float)lVar6;
  }
  if (*(float *)(param_1 + 0x48) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x48);
    *(undefined4 *)(param_1 + 0x48) = 0xbf800000;
  }
  *(undefined4 *)(param_1 + 0x4c) = 0;
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  if (piVar3[0x18] < 0xf) {
    puVar4 = ::operator_new(0x38);
    *puVar4 = &PTR__Behavior_00d00308;
    puVar4[1] = &PTR__Behavior_00d003d0;
                    /* try { // try from 0092b9b4 to 0092b9b8 has its CatchHandler @ 0092ba86 */
    CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar4 + 3),"%s");
    puVar4[2] = 0;
    iVar1 = piVar3[0x18];
    piVar3[0x18] = iVar1 + 1;
    piVar3[iVar1 + 9] = (int)puVar4;
  }
  else {
    piVar3 = (int *)(**(code **)(*piVar3 + 0xb0))(piVar3);
    uVar5 = (**(code **)(*piVar3 + 0x13c))(piVar3);
    DevMsg("%3.2f: %s: PushLegsStack: Overflow\n",(double)*(float *)(gpGlobals + 0xc),uVar5);
  }
  pcVar2 = *(code **)(*(int *)param_2 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"SurvivorBotEscapingFlames");
  (*pcVar2)(param_2,local_24,1,0,0,0,0);
  param_1[0x50] = (SurvivorBot)0x0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return;
}

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)