L L4D2node

ZombieBotLocomotion::OnLandOnGround

0x00a513c0 · 75 bytes · __cdecl

_ZN19ZombieBotLocomotion14OnLandOnGroundEP11CBaseEntity

Decompiled

undefined (1 param)

/* ZombieBotLocomotion::OnLandOnGround(CBaseEntity*) */

void ZombieBotLocomotion::OnLandOnGround(CBaseEntity *param_1)

{
  char cVar1;
  INextBot *this;
  
  this = (INextBot *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
  cVar1 = INextBot::IsDebugging(this,0x10);
  if (cVar1 == '\0') {
    return;
  }
  DevMsg("%3.2f: ZombieBotLocomotion::GetBot()->OnLandOnGround\n",
         (double)*(float *)(gpGlobals + 0xc));
  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)