L L4D2node

BoomerAttack::OnCommandApproach

0x00a72180 · 210 bytes · __thiscall

_ZN12BoomerAttack17OnCommandApproachEP6BoomerRK6Vectorf

Decompiled

undefined (4 params)

/* BoomerAttack::OnCommandApproach(Boomer*, Vector const&, float) */

BoomerAttack * __thiscall
BoomerAttack::OnCommandApproach(BoomerAttack *this,Boomer *param_1,Vector *param_2,float param_3)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x4820);
  puVar1[8] = 0;
  puVar1[9] = 0;
  puVar1[10] = 0;
  puVar1[3] = 0;
  puVar1[4] = 0;
  puVar1[5] = 0;
  puVar1[6] = 0;
  puVar1[7] = 0;
  puVar1[2] = 0;
  *(undefined1 *)(puVar1 + 0xc) = 0;
  *(undefined1 *)((int)puVar1 + 0x31) = 0;
  puVar1[0xb] = 0;
  *puVar1 = &PTR__BehaviorMoveTo_00d2bec8;
  puVar1[1] = &PTR__BehaviorMoveTo_00d2c030;
                    /* try { // try from 00a72202 to 00a72206 has its CatchHandler @ 00a72252 */
  PathFollower::PathFollower((PathFollower *)(puVar1 + 0x10));
  puVar1[0xd] = *(undefined4 *)param_3;
  puVar1[0xe] = *(undefined4 *)((int)param_3 + 4);
  puVar1[0xf] = *(undefined4 *)((int)param_3 + 8);
                    /* try { // try from 00a7222a to 00a7222e has its CatchHandler @ 00a7226c */
  PathFollower::Invalidate((PathFollower *)(puVar1 + 0x10));
  *(undefined4 *)this = 2;
  *(undefined4 **)(this + 4) = puVar1;
  *(char **)(this + 8) = "Debug move to";
  *(undefined4 *)(this + 0xc) = 3;
  return this;
}

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)