L L4D2node

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 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)