L L4D2node

SurvivorLegsMoveUp::SurvivorLegsMoveUp

0x009578d0 · 167 bytes · __thiscall

_ZN18SurvivorLegsMoveUpC2Ev

Decompiled

undefined (1 param)

/* SurvivorLegsMoveUp::SurvivorLegsMoveUp() */

void __thiscall SurvivorLegsMoveUp::SurvivorLegsMoveUp(SurvivorLegsMoveUp *this)

{
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 8) = 0;
  this[0x30] = (SurvivorLegsMoveUp)0x0;
  this[0x31] = (SurvivorLegsMoveUp)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__SurvivorLegsMoveUp_00d0b5c8;
  *(undefined ***)(this + 4) = &PTR__SurvivorLegsMoveUp_00d0b730;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
                    /* try { // try from 00957944 to 00957948 has its CatchHandler @ 00957977 */
  PathFollower::PathFollower((PathFollower *)(this + 0x38));
  *(undefined ***)(this + 0x4818) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x481c) = 0;
  *(undefined4 *)(this + 0x4820) = 0xbf800000;
                    /* try { // try from 0095796a to 0095796e has its CatchHandler @ 00957989 */
  PathFollower::Invalidate((PathFollower *)(this + 0x38));
  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)