L L4D2node

ZombieBotLocomotion::OnMoveToFailure

0x00a51600 · 122 bytes · __thiscall

_ZN19ZombieBotLocomotion15OnMoveToFailureEPK4Path17MoveToFailureType

Decompiled

undefined (3 params)

/* ZombieBotLocomotion::OnMoveToFailure(Path const*, MoveToFailureType) */

void __thiscall
ZombieBotLocomotion::OnMoveToFailure(ZombieBotLocomotion *param_1,int *param_2,int param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  CBaseEntity *pCVar4;
  
  uVar3 = DAT_01053d50;
  uVar2 = DAT_01053d4c;
  uVar1 = vec3_origin;
  *(undefined4 *)(param_1 + 0x6c) = vec3_origin;
  *(undefined4 *)(param_1 + 0x70) = uVar2;
  *(undefined4 *)(param_1 + 0x74) = uVar3;
  *(undefined4 *)(param_1 + 0x94) = uVar1;
  *(undefined4 *)(param_1 + 0x98) = uVar2;
  *(undefined4 *)(param_1 + 0x9c) = uVar3;
  if (param_3 == 0) {
    pCVar4 = (CBaseEntity *)0x0;
    if (param_2 != (int *)0x0) {
      pCVar4 = (CBaseEntity *)(**(code **)(*param_2 + 0x1c))(param_2);
    }
    CTerrorGameRules::IncreaseSurvivalExploitAmount(g_pGameRules,0.8,pCVar4);
    return;
  }
  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)