L L4D2node

SurvivorBotAttackOnReply::OnSuccess

0x00944af0 · 40 bytes · __thiscall

_ZN24SurvivorBotAttackOnReply9OnSuccessEP8INextBot

Decompiled

undefined (2 params)

/* SurvivorBotAttackOnReply::OnSuccess(INextBot*) */

void __thiscall
SurvivorBotAttackOnReply::OnSuccess(SurvivorBotAttackOnReply *this,INextBot *param_1)

{
  INextBot *pIVar1;
  
  pIVar1 = (INextBot *)0x0;
  if (param_1 != (INextBot *)0x0) {
    pIVar1 = param_1 + -0x4028;
  }
                    /* WARNING: Could not recover jumptable at 0x00944b16. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)pIVar1 + 0x938))();
  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)