L L4D2node

Behavior<SurvivorBot>::Update

0x0094d4b0 · 157 bytes · __regparm3

_ZN8BehaviorI11SurvivorBotE6UpdateEPS0_f.part.175

Decompiled

undefined (2 params)

/* Behavior<SurvivorBot>::Update(SurvivorBot*, float) [clone .part.175] */

void __regparm3 Behavior<SurvivorBot>::Update(SurvivorBot *param_1,float param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  undefined **local_12c;
  undefined1 local_128;
  undefined1 local_127;
  undefined4 local_24;
  int local_20;
  
  local_128 = 1;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_12c = &PTR_InitQuietTruncation_00c08ee8;
  local_127 = 0;
  local_24 = 0;
  pcVar1 = *(code **)(*(int *)((int)param_2 + 0x4028) + 0x144);
  uVar2 = Action<SurvivorBot>::DebugString(*(Action<SurvivorBot> **)(param_1 + 8));
  uVar2 = CFmtStrN<256>::sprintf((CFmtStrN<256> *)&local_12c,"%s: %s",param_1 + 0x11,uVar2);
  (*pcVar1)((int)param_2 + 0x4028,uVar2);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)