SurvivorLegsRegroup::OnStart
0x0095bcb0 · 222 bytes · __thiscall
_ZN19SurvivorLegsRegroup7OnStartEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorLegsRegroup::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorLegsRegroup * __thiscall
SurvivorLegsRegroup::OnStart(SurvivorLegsRegroup *this,SurvivorBot *param_1,Action *param_2)
{
code *pcVar1;
longdouble lVar2;
CAI_Concept local_24 [20];
*(undefined4 *)(param_1 + 0x4794) = *(undefined4 *)(SurvivorBotPathLookAheadRange._28_4_ + 0x2c);
pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"SurvivorBotRegroupWithTeam");
(*pcVar1)(param_2,local_24,1,0,0,0,0);
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(param_1 + 0x4848)) {
(**(code **)(*(int *)(param_1 + 0x4844) + 4))(param_1 + 0x4844,param_1 + 0x4848);
*(float *)(param_1 + 0x4848) = (float)lVar2;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
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.