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 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.