L L4D2node

SurvivorLegsStayClose::InitialContainedAction

0x0095bff0 · 262 bytes · __cdecl

_ZN21SurvivorLegsStayClose22InitialContainedActionEP11SurvivorBot

Decompiled

undefined (1 param)

/* SurvivorLegsStayClose::InitialContainedAction(SurvivorBot*) */

SurvivorLegsWait * SurvivorLegsStayClose::InitialContainedAction(SurvivorBot *param_1)

{
  char cVar1;
  SurvivorLegsWait *pSVar2;
  
  cVar1 = CDirector::IsAllBotSurvivorTeam();
  if (cVar1 != '\0') {
    pSVar2 = ::operator_new(0x68);
    *(undefined4 *)(pSVar2 + 0x20) = 0;
    *(undefined4 *)(pSVar2 + 0x24) = 0;
    *(undefined4 *)(pSVar2 + 0x28) = 0;
    *(undefined4 *)(pSVar2 + 0xc) = 0;
    *(undefined4 *)(pSVar2 + 0x10) = 0;
    *(undefined4 *)(pSVar2 + 0x14) = 0;
    *(undefined4 *)(pSVar2 + 0x18) = 0;
    *(undefined4 *)(pSVar2 + 0x1c) = 0;
    *(undefined4 *)(pSVar2 + 8) = 0;
    pSVar2[0x30] = (SurvivorLegsWait)0x0;
    pSVar2[0x31] = (SurvivorLegsWait)0x0;
    *(undefined4 *)(pSVar2 + 0x2c) = 0;
    *(undefined ***)pSVar2 = &PTR__SurvivorLegsMoveOn_00d0c388;
    *(undefined ***)(pSVar2 + 4) = &PTR__SurvivorLegsMoveOn_00d0c4f0;
    *(undefined ***)(pSVar2 + 0x34) = &PTR_NetworkStateChanged_00c0b6e0;
    *(undefined4 *)(pSVar2 + 0x38) = 0;
    *(undefined4 *)(pSVar2 + 0x3c) = 0xbf800000;
    *(undefined ***)(pSVar2 + 0x40) = &PTR_NetworkStateChanged_00c0b6e0;
    *(undefined4 *)(pSVar2 + 0x44) = 0;
    *(undefined4 *)(pSVar2 + 0x48) = 0xbf800000;
    *(undefined ***)(pSVar2 + 0x4c) = &PTR_NetworkStateChanged_00c0b6e0;
    *(undefined4 *)(pSVar2 + 0x50) = 0;
    *(undefined4 *)(pSVar2 + 0x54) = 0xbf800000;
    *(undefined ***)(pSVar2 + 0x5c) = &PTR_NetworkStateChanged_00c0b6e0;
    *(undefined4 *)(pSVar2 + 0x60) = 0;
    *(undefined4 *)(pSVar2 + 100) = 0xbf800000;
    return pSVar2;
  }
  pSVar2 = ::operator_new(0x44);
                    /* try { // try from 0095c0e9 to 0095c0ed has its CatchHandler @ 0095c0f7 */
  SurvivorLegsWait::SurvivorLegsWait(pSVar2,0.0);
  return pSVar2;
}

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)