L L4D2node

ZombieBotLocomotion::ZombieBotLocomotion

0x00a52a60 · 249 bytes · __thiscall

_ZN19ZombieBotLocomotionC2EP8INextBot

Decompiled

undefined (2 params)

/* ZombieBotLocomotion::ZombieBotLocomotion(INextBot*) */

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

{
  longdouble lVar1;
  
  ILocomotion::ILocomotion((ILocomotion *)this,param_1);
  *(undefined ***)this = &PTR__ZombieBotLocomotion_00d28a48;
  *(undefined4 *)(this + 0xc4) = 0xffffffff;
  *(undefined ***)(this + 0xf4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0xbf800000;
  *(undefined ***)(this + 0x100) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x108) = 0xbf800000;
  *(undefined ***)(this + 0x140) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x144) = 0;
  *(undefined4 *)(this + 0x148) = 0xbf800000;
  *(undefined4 *)(this + 0x14c) = 0xffffffff;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xb4) = 0;
  *(undefined4 *)(this + 0xb8) = 0;
  *(undefined4 *)(this + 0xbc) = 0;
  this[0x13c] = (ZombieBotLocomotion)0x0;
                    /* try { // try from 00a52b33 to 00a52b37 has its CatchHandler @ 00a52b59 */
  lVar1 = (longdouble)RandomFloat(0x3f666666,0x3f8ccccd);
  *(float *)(this + 0xa8) = (float)lVar1 * *(float *)(ZombieSpeed._28_4_ + 0x2c);
  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)