L L4D2node

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 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)