L L4D2node

SurvivorLegsWait::Update

0x009620f0 · 109 bytes · __cdecl

_ZN16SurvivorLegsWait6UpdateEP11SurvivorBotf

Decompiled

undefined (2 params)

/* SurvivorLegsWait::Update(SurvivorBot*, float) */

void SurvivorLegsWait::Update(SurvivorBot *param_1,float param_2)

{
  longdouble lVar1;
  
  if (0.0 < *(float *)((int)param_2 + 0x40)) {
    lVar1 = (longdouble)CountdownTimer::Now();
    if (*(float *)((int)param_2 + 0x40) <= (float)lVar1) {
      *(undefined4 *)param_1 = 3;
      *(undefined4 *)(param_1 + 4) = 0;
      *(char **)(param_1 + 8) = "Wait duration elapsed";
      return;
    }
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return;
}

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)