L L4D2node

SurvivorLegsBattleStations::OnStart

0x00953280 · 259 bytes · __thiscall

_ZN26SurvivorLegsBattleStations7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorLegsBattleStations::OnStart(SurvivorBot*, Action<SurvivorBot>*) */

SurvivorLegsBattleStations * __thiscall
SurvivorLegsBattleStations::OnStart
          (SurvivorLegsBattleStations *this,SurvivorBot *param_1,Action *param_2)

{
  code *pcVar1;
  int iVar2;
  char *pcVar3;
  int in_GS_OFFSET;
  CAI_Concept local_134 [8];
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  PathFollower::Invalidate((PathFollower *)(param_1 + 0x34));
  *(undefined4 *)(param_1 + 0x4814) = 0;
  iVar2 = (**(code **)(*(int *)param_2 + 0x52c))(param_2);
  pcVar3 = "BATTLEFIELD";
  if ((iVar2 != 0) && ((*(byte *)(iVar2 + 300) & 0x40) != 0)) {
    pcVar3 = "FINALE";
  }
  CFmtStrN<256>::CFmtStrN(local_12c,"Where:%s",pcVar3);
  pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
  CAI_Concept::CAI_Concept(local_134,"SurvivorBotMovingToBattleStation");
  (*pcVar1)(param_2,local_134,1,local_127,0,0,0);
  *(undefined4 *)this = 0;
  iVar2 = *(int *)(in_GS_OFFSET + 0x14);
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  if (local_20 == iVar2) {
    return this;
  }
                    /* 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)