L L4D2node

ZombieBotLocomotion::Approach

0x00a56f50 · 178 bytes · __thiscall

_ZN19ZombieBotLocomotion8ApproachERK6Vectorf

Decompiled

undefined (3 params)

/* ZombieBotLocomotion::Approach(Vector const&, float) */

void __thiscall
ZombieBotLocomotion::Approach(ZombieBotLocomotion *this,Vector *param_1,float param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float *pfVar7;
  Vector *pVVar8;
  undefined4 uVar9;
  
  uVar9 = 0x3f800000;
  pVVar8 = param_1;
  ILocomotion::Approach((Vector *)this,(float)param_1);
  pfVar7 = (float *)(**(code **)(*(int *)this + 300))(this,pVVar8,uVar9);
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_1 + 8);
  fVar3 = *(float *)param_1;
  fVar4 = pfVar7[1];
  fVar5 = pfVar7[2];
  fVar6 = *pfVar7;
  this[0x13c] = (ZombieBotLocomotion)0x1;
  *(float *)(this + 0x138) = param_2 + *(float *)(this + 0x138);
  *(float *)(this + 0x130) = (fVar1 - fVar4) * param_2 + *(float *)(this + 0x130);
  *(float *)(this + 0x134) = (fVar2 - fVar5) * param_2 + *(float *)(this + 0x134);
  *(float *)(this + 300) = (fVar3 - fVar6) * param_2 + *(float *)(this + 300);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)