L L4D2node

ZombieBotVision::ZombieBotVision

0x00a57980 · 210 bytes · __thiscall

_ZN15ZombieBotVisionC1EP8INextBot

Decompiled

undefined (2 params)

/* ZombieBotVision::ZombieBotVision(INextBot*) */

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

{
  ZombieBotVision *pZVar1;
  ZombieBotVision *pZVar2;
  
  INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
  *(undefined ***)this = &PTR__IVision_00caa2e8;
  *(undefined ***)(this + 0x18) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0xbf800000;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0xffffffff;
  pZVar1 = this + 0x48;
  do {
    *(undefined ***)pZVar1 = &PTR_NetworkStateChanged_00c23e10;
    pZVar2 = pZVar1 + 8;
    *(undefined4 *)(this + (int)(pZVar1 + (0x4c - (int)(this + 0x48)))) = 0xbf800000;
    pZVar1 = pZVar2;
  } while (pZVar2 != this + 0x148);
  *(undefined ***)this = &PTR__ZombieBotVision_00d28d08;
  *(undefined4 *)(this + 0x148) = 0xffffffff;
  *(undefined ***)(this + 0x150) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x154) = 0;
  *(undefined4 *)(this + 0x158) = 0xbf800000;
  *(undefined ***)(this + 0x15c) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x160) = 0xbf800000;
  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)