L L4D2node

SurvivorEscapeSpit::OnEnd

0x0092bc60 · 229 bytes · __cdecl

_ZN18SurvivorEscapeSpit5OnEndEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (2 params)

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

void SurvivorEscapeSpit::OnEnd(SurvivorBot *param_1,Action *param_2)

{
  code *pcVar1;
  int iVar2;
  int *piVar3;
  int *piVar4;
  undefined4 uVar5;
  int iVar6;
  CAI_Concept local_24 [20];
  
  pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"SurvivorBotHasEscapedSpit");
  (*pcVar1)(param_2,local_24,1,0,0,0,0);
  piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  iVar2 = piVar4[0x18];
  if (0 < iVar2) {
    iVar6 = iVar2 + -1;
    piVar4[0x18] = iVar6;
    piVar3 = (int *)piVar4[iVar2 + 8];
    if (piVar3 != (int *)0x0) {
      (**(code **)(*piVar3 + 4))(piVar3);
      iVar6 = piVar4[0x18];
    }
    if ((Behavior<SurvivorBot> *)piVar4[iVar6 + 8] != (Behavior<SurvivorBot> *)0x0) {
      Behavior<SurvivorBot>::Resume
                ((Behavior<SurvivorBot> *)piVar4[iVar6 + 8],(SurvivorBot *)piVar4[6]);
    }
    return;
  }
  piVar4 = (int *)(**(code **)(*piVar4 + 0xb0))(piVar4);
  uVar5 = (**(code **)(*piVar4 + 0x13c))(piVar4);
  DevMsg("%3.2f: %s: PopLegsStack: Underflow\n",(double)*(float *)(gpGlobals + 0xc),uVar5);
  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)