L L4D2node

SurvivorLegsCoverFriendInCombat::OnStart

0x0095bc20 · 131 bytes · __cdecl

_ZN31SurvivorLegsCoverFriendInCombat7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (2 params)

/* SurvivorLegsCoverFriendInCombat::OnStart(SurvivorBot*, Action<SurvivorBot>*) */

SurvivorBot * SurvivorLegsCoverFriendInCombat::OnStart(SurvivorBot *param_1,Action *param_2)

{
  longdouble lVar1;
  
  *(undefined4 *)(param_2 + 0x4794) = *(undefined4 *)(SurvivorBotPathLookAheadRange._28_4_ + 0x2c);
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(param_2 + 0x4848)) {
    (**(code **)(*(int *)(param_2 + 0x4844) + 4))(param_2 + 0x4844,param_2 + 0x4848);
    *(float *)(param_2 + 0x4848) = (float)lVar1;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  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)