L L4D2node

SurvivorLegsStayClose::OnCommandPause

0x0095ba70 · 75 bytes · __cdecl

_ZN21SurvivorLegsStayClose14OnCommandPauseEP11SurvivorBotf

Decompiled

undefined (2 params)

/* SurvivorLegsStayClose::OnCommandPause(SurvivorBot*, float) */

SurvivorBot * SurvivorLegsStayClose::OnCommandPause(SurvivorBot *param_1,float param_2)

{
  SurvivorLegsWait *this;
  
  this = ::operator_new(0x44);
                    /* try { // try from 0095ba94 to 0095ba98 has its CatchHandler @ 0095babb */
  SurvivorLegsWait::SurvivorLegsWait(this,0.0);
  *(undefined4 *)param_1 = 2;
  *(SurvivorLegsWait **)(param_1 + 4) = this;
  *(char **)(param_1 + 8) = "Standing still...";
  *(undefined4 *)(param_1 + 0xc) = 3;
  return param_1;
}

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)