SurvivorLegsEnterRescueVehicle::OnStart
0x00954d10 · 143 bytes · __thiscall
_ZN30SurvivorLegsEnterRescueVehicle7OnStartEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorLegsEnterRescueVehicle::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorLegsEnterRescueVehicle * __thiscall
SurvivorLegsEnterRescueVehicle::OnStart
(SurvivorLegsEnterRescueVehicle *this,SurvivorBot *param_1,Action *param_2)
{
code *pcVar1;
CAI_Concept local_24 [20];
PathFollower::Invalidate((PathFollower *)(param_1 + 0x34));
pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"SurvivorBotEnteringRescueVehicle");
(*pcVar1)(param_2,local_24,1,0,0,0,0);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.