L L4D2node

SurvivorLegsMoveOn::OnStart

0x0095bf10 · 205 bytes · __thiscall

_ZN18SurvivorLegsMoveOn7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

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

SurvivorLegsMoveOn * __thiscall
SurvivorLegsMoveOn::OnStart(SurvivorLegsMoveOn *this,SurvivorBot *param_1,Action *param_2)

{
  SurvivorBot::UpdateEscapePath((SurvivorBot *)param_2);
  (**(code **)(*(int *)(param_2 + 0x16298) + 0x78))
            (param_2 + 0x16298,*(undefined4 *)(SurvivorBotPathLookAheadRange._28_4_ + 0x2c));
  SurvivorBot::UpdateEscapePath((SurvivorBot *)param_2);
  (**(code **)(*(int *)(param_2 + 0x16298) + 0x48))(param_2 + 0x16298);
  if (*(float *)(param_1 + 0x54) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x54);
    *(undefined4 *)(param_1 + 0x54) = 0xbf800000;
  }
  param_1[0x58] = (SurvivorBot)0x0;
  if (*(float *)(param_1 + 100) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x5c) + 4))(param_1 + 0x5c,param_1 + 100);
    *(undefined4 *)(param_1 + 100) = 0xbf800000;
  }
  *(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)