SurvivorLegsApproach::OnResume
0x00950ea0 · 185 bytes · __cdecl
_ZN20SurvivorLegsApproach8OnResumeEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (2 params)
/* SurvivorLegsApproach::OnResume(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorBot * SurvivorLegsApproach::OnResume(SurvivorBot *param_1,Action *param_2)
{
PathFollower::Invalidate((PathFollower *)(param_2 + 0x4858));
if (*(float *)(param_2 + 0x483c) != -1.0) {
(**(code **)(*(int *)(param_2 + 0x4834) + 4))(param_2 + 0x4834,param_2 + 0x483c);
*(undefined4 *)(param_2 + 0x483c) = 0xbf800000;
}
if (*(float *)(param_2 + 0x4848) != -1.0) {
(**(code **)(*(int *)(param_2 + 0x4840) + 4))(param_2 + 0x4840,param_2 + 0x4848);
*(undefined4 *)(param_2 + 0x4848) = 0xbf800000;
}
PathFollower::Invalidate((PathFollower *)(param_2 + 0x48));
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
return param_1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.