L L4D2node

SurvivorLegsBattleStations::OnStuck

0x009522e0 · 68 bytes · __cdecl

_ZN26SurvivorLegsBattleStations7OnStuckEP11SurvivorBot

Decompiled

undefined (1 param)

/* SurvivorLegsBattleStations::OnStuck(SurvivorBot*) */

SurvivorBot * SurvivorLegsBattleStations::OnStuck(SurvivorBot *param_1)

{
  int in_stack_00000008;
  SurvivorBot *in_stack_0000000c;
  
  SurvivorBot::ResolveStuckSituation(in_stack_0000000c,(Path *)(in_stack_00000008 + 0x34));
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  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)