L L4D2node

InfectedBehavior::OnCommandApproach

0x00a309f0 · 74 bytes · __thiscall

_ZN16InfectedBehavior17OnCommandApproachEP8InfectedRK6Vectorf

Decompiled

undefined (4 params)

/* InfectedBehavior::OnCommandApproach(Infected*, Vector const&, float) */

InfectedBehavior * __thiscall
InfectedBehavior::OnCommandApproach
          (InfectedBehavior *this,Infected *param_1,Vector *param_2,float param_3)

{
  DebugMoveTo *this_00;
  
  this_00 = ::operator_new(0x482c);
                    /* try { // try from 00a30a13 to 00a30a17 has its CatchHandler @ 00a30a3a */
  DebugMoveTo::DebugMoveTo(this_00,(Vector *)param_3);
  *(undefined4 *)this = 2;
  *(DebugMoveTo **)(this + 4) = this_00;
  *(char **)(this + 8) = "Debug move to";
  *(undefined4 *)(this + 0xc) = 3;
  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)