L L4D2node

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 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)