L L4D2node

ZombieBotBody::ZombieBotBody

0x00a4e2b0 · 214 bytes · __thiscall

_ZN13ZombieBotBodyC1EP8INextBot

Decompiled

undefined (2 params)

/* ZombieBotBody::ZombieBotBody(INextBot*) */

void __thiscall ZombieBotBody::ZombieBotBody(ZombieBotBody *this,INextBot *param_1)

{
  undefined4 uVar1;
  
  INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
  *(undefined ***)this = &PTR__ZombieBotBody_00d28228;
  *(undefined4 *)(this + 0x3c) = 0xbf800000;
  *(undefined4 *)(this + 0x88) = 0xbf800000;
  *(undefined4 *)(this + 0x94) = 0xbf800000;
  uVar1 = vec3_invalid;
  *(undefined ***)(this + 0x34) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x98) = uVar1;
  uVar1 = DAT_01053d24;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x9c) = uVar1;
  uVar1 = DAT_01053d28;
  *(undefined ***)(this + 0x80) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined ***)(this + 0x8c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x68) = 0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0;
  *(undefined4 *)(this + 0xa0) = uVar1;
  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)