L L4D2node

BehaviorBackUp<SurvivorBot>::OnStart

0x0092cc50 · 605 bytes · __thiscall

_ZN14BehaviorBackUpI11SurvivorBotE7OnStartEPS0_P6ActionIS0_E

Decompiled

undefined (3 params)

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

BehaviorBackUp<SurvivorBot> * __thiscall
BehaviorBackUp<SurvivorBot>::OnStart
          (BehaviorBackUp<SurvivorBot> *this,SurvivorBot *param_1,Action *param_2)

{
  char cVar1;
  int *piVar2;
  float *pfVar3;
  longdouble lVar4;
  float fVar5;
  float fVar6;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9a0))(param_2);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x114))(piVar2);
    if (cVar1 != '\0') {
      *(undefined4 *)this = 3;
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
      return this;
    }
  }
  lVar4 = (longdouble)RandomFloat(0x3e99999a,0x3f000000);
  fVar6 = (float)lVar4;
  lVar4 = (longdouble)CountdownTimer::Now();
  if ((float)lVar4 + fVar6 != *(float *)(param_1 + 0x48)) {
    (**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x48);
    *(float *)(param_1 + 0x48) = (float)lVar4 + fVar6;
  }
  if (fVar6 != *(float *)(param_1 + 0x44)) {
    (**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x44);
    *(float *)(param_1 + 0x44) = fVar6;
  }
  fVar5 = fVar6 * 1.5;
  lVar4 = (longdouble)CountdownTimer::Now();
  if ((float)lVar4 + fVar5 != *(float *)(param_1 + 0x54)) {
    (**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x54);
    *(float *)(param_1 + 0x54) = (float)lVar4 + fVar5;
  }
  if (fVar5 != *(float *)(param_1 + 0x50)) {
    (**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x50);
    *(float *)(param_1 + 0x50) = fVar5;
  }
  fVar6 = fVar6 * 2.5;
  lVar4 = (longdouble)CountdownTimer::Now();
  if ((float)lVar4 + fVar6 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = (float)lVar4 + fVar6;
  }
  if (fVar6 != *(float *)(param_1 + 0x38)) {
    (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
    *(float *)(param_1 + 0x38) = fVar6;
  }
  pfVar3 = (float *)(**(code **)(*(int *)(param_2 + 0x4028) + 0xd4))(param_2 + 0x4028);
  fVar6 = pfVar3[2];
  fVar5 = *pfVar3;
  *(float *)(param_1 + 0x5c) = pfVar3[1] - *(float *)(param_1 + 0x68);
  *(float *)(param_1 + 0x60) = fVar6 - *(float *)(param_1 + 0x6c);
  *(float *)(param_1 + 0x58) = fVar5 - *(float *)(param_1 + 100);
  VectorNormalize((Vector *)(param_1 + 0x58));
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)