L L4D2node

SurvivorLegsMoveUp::OnContact

0x00956ee0 · 147 bytes · __thiscall

_ZN18SurvivorLegsMoveUp9OnContactEP11SurvivorBotP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* SurvivorLegsMoveUp::OnContact(SurvivorBot*, CBaseEntity*, CGameTrace*) */

SurvivorLegsMoveUp * __thiscall
SurvivorLegsMoveUp::OnContact
          (SurvivorLegsMoveUp *this,SurvivorBot *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  int iVar2;
  CBaseEntity *this_00;
  
  if (param_3 != (CGameTrace *)0x0) {
    cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
      this_00 = (CBaseEntity *)0x0;
      if (cVar1 != '\0') {
        this_00 = (CBaseEntity *)param_3;
      }
      iVar2 = CBaseEntity::GetTeamNumber(this_00);
      cVar1 = IsASurvivorTeam(iVar2);
      if (cVar1 != '\0') {
        *(undefined4 *)this = 3;
        *(undefined4 *)(this + 4) = 0;
        *(char **)(this + 8) = "Bumped into a teammate";
        *(undefined4 *)(this + 0xc) = 2;
        return this;
      }
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)