SurvivorLegsStayClose::OnCommandRetreat
0x0095bad0 · 74 bytes · __thiscall
_ZN21SurvivorLegsStayClose16OnCommandRetreatEP11SurvivorBotP11CBaseEntityf
Decompiled
undefined (4 params)
/* SurvivorLegsStayClose::OnCommandRetreat(SurvivorBot*, CBaseEntity*, float) */
SurvivorLegsStayClose * __thiscall
SurvivorLegsStayClose::OnCommandRetreat
(SurvivorLegsStayClose *this,SurvivorBot *param_1,CBaseEntity *param_2,float param_3)
{
SurvivorLegsRetreat *this_00;
this_00 = ::operator_new(0x482c);
/* try { // try from 0095baf3 to 0095baf7 has its CatchHandler @ 0095bb1a */
SurvivorLegsRetreat::SurvivorLegsRetreat(this_00,(CBaseEntity *)param_3);
*(undefined4 *)this = 2;
*(SurvivorLegsRetreat **)(this + 4) = this_00;
*(char **)(this + 8) = "Retreating from threat";
*(undefined4 *)(this + 0xc) = 3;
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.