L L4D2node

SurvivorIntention::SurvivorIntention

0x0094a610 · 151 bytes · __thiscall

_ZN17SurvivorIntentionC1EP8INextBot

Decompiled

undefined (2 params)

/* SurvivorIntention::SurvivorIntention(INextBot*) */

void __thiscall SurvivorIntention::SurvivorIntention(SurvivorIntention *this,INextBot *param_1)

{
  INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
  *(undefined ***)this = &PTR__SurvivorIntention_00d0a608;
  *(undefined ***)(this + 0x14) = &PTR__SurvivorIntention_00d0a6e0;
  *(undefined4 *)(this + 100) = 0;
  *(undefined4 *)(this + 0x68) = 0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0;
  *(undefined4 *)(this + 0x80) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x60) = 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)