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 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.