L L4D2node

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 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)