L L4D2node

SurvivorLegsMoveOn::QueryCurrentPath

0x0095b800 · 43 bytes · __thiscall

_ZNK18SurvivorLegsMoveOn16QueryCurrentPathEPK8INextBot

Decompiled

undefined (2 params)

/* SurvivorLegsMoveOn::QueryCurrentPath(INextBot const*) const */

SurvivorBot * __thiscall
SurvivorLegsMoveOn::QueryCurrentPath(SurvivorLegsMoveOn *this,INextBot *param_1)

{
  SurvivorBot *this_00;
  
  this_00 = (SurvivorBot *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
  SurvivorBot::UpdateEscapePath(this_00);
  return this_00 + 0x16298;
}

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)