L L4D2node

ZombieBotBody::AimHeadTowards

0x00a4b7c0 · 129 bytes · __thiscall

_ZN13ZombieBotBody14AimHeadTowardsEP11CBaseEntityN5IBody18LookAtPriorityTypeEfP13INextBotReplyPKc

Decompiled

undefined (6 params)

/* ZombieBotBody::AimHeadTowards(CBaseEntity*, IBody::LookAtPriorityType, float, INextBotReply*,
   char const*) */

void __thiscall
ZombieBotBody::AimHeadTowards
          (ZombieBotBody *this,CBaseEntity *param_1,undefined4 param_3,undefined4 param_4,
          undefined4 param_5,undefined4 param_6)

{
  code *pcVar1;
  Infected *this_00;
  undefined1 local_28 [24];
  
  pcVar1 = *(code **)(*(int *)this + 0x138);
  (**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
  (*pcVar1)(this,local_28,param_3,param_4,param_5,param_6);
  this_00 = (Infected *)(**(code **)(**(int **)(this + 0x14) + 0x14c))(*(int **)(this + 0x14));
  if (this_00 != (Infected *)0x0) {
    Infected::SetClientLookatTarget(this_00,param_1);
  }
  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)