L L4D2node

SurvivorLegsMoveUp::OnMoveToFailure

0x00956eb0 · 37 bytes · __cdecl

_ZN18SurvivorLegsMoveUp15OnMoveToFailureEP11SurvivorBotPK4Path17MoveToFailureType

Decompiled

undefined (3 params)

/* SurvivorLegsMoveUp::OnMoveToFailure(SurvivorBot*, Path const*, MoveToFailureType) */

void SurvivorLegsMoveUp::OnMoveToFailure(undefined4 *param_1)

{
  *param_1 = 3;
  param_1[1] = 0;
  param_1[2] = "Failed to reach goal";
  param_1[3] = 3;
  return;
}

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)