L L4D2node

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 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)