L L4D2node

SurvivorLegsMoveOn::OnResume

0x0095b840 · 71 bytes · __thiscall

_ZN18SurvivorLegsMoveOn8OnResumeEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorLegsMoveOn::OnResume(SurvivorBot*, Action<SurvivorBot>*) */

SurvivorLegsMoveOn * __thiscall
SurvivorLegsMoveOn::OnResume(SurvivorLegsMoveOn *this,SurvivorBot *param_1,Action *param_2)

{
  SurvivorBot::UpdateEscapePath((SurvivorBot *)param_2);
  (**(code **)(*(int *)(param_2 + 0x16298) + 0x48))(param_2 + 0x16298);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)