L L4D2node

SurvivorIntention::AddThreat

0x0094c4b0 · 66 bytes · __thiscall

_ZN17SurvivorIntention9AddThreatEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* SurvivorIntention::AddThreat(CBaseCombatCharacter*) */

void __thiscall SurvivorIntention::AddThreat(SurvivorIntention *this,CBaseCombatCharacter *param_1)

{
  RecognizedActor local_38 [44];
  
  RecognizedActor::RecognizedActor(local_38,param_1);
  RecognizedActor::UpdateAudible(local_38);
  CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>>::InsertBefore
            ((CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>> *)(this + 100),
             *(int *)(this + 0x70),local_38);
  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)