SurvivorLegsRetreat::OnCommandRetreat
0x009591c0 · 88 bytes · __thiscall
_ZN19SurvivorLegsRetreat16OnCommandRetreatEP11SurvivorBotP11CBaseEntityf
Decompiled
undefined (4 params)
/* SurvivorLegsRetreat::OnCommandRetreat(SurvivorBot*, CBaseEntity*, float) */
SurvivorLegsRetreat * __thiscall
SurvivorLegsRetreat::OnCommandRetreat
(SurvivorLegsRetreat *this,SurvivorBot *param_1,CBaseEntity *param_2,float param_3)
{
undefined4 *puVar1;
if (param_3 == 0.0) {
*(undefined4 *)(param_1 + 0x4820) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
*(undefined4 *)(param_1 + 0x4820) = *puVar1;
}
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
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.