L L4D2node

BoomerRetreatToCover::OnMoveToFailure

0x00a74520 · 96 bytes · __cdecl

_ZN20BoomerRetreatToCover15OnMoveToFailureEP6BoomerPK4Path17MoveToFailureType

Decompiled

undefined (3 params)

/* BoomerRetreatToCover::OnMoveToFailure(Boomer*, Path const*, MoveToFailureType) */

undefined4 *
BoomerRetreatToCover::OnMoveToFailure
          (undefined4 *param_1,undefined4 param_2,undefined4 param_3,int *param_4,int param_5)

{
  CBaseEntity *pCVar1;
  
  if (param_5 == 0) {
    pCVar1 = (CBaseEntity *)0x0;
    if (param_4 != (int *)0x0) {
      pCVar1 = (CBaseEntity *)(**(code **)(*param_4 + 0x1c))(param_4);
    }
    CTerrorGameRules::IncreaseSurvivalExploitAmount(g_pGameRules,1.6,pCVar1);
  }
  *param_1 = 3;
  param_1[1] = 0;
  param_1[2] = 0;
  param_1[3] = 3;
  return param_1;
}

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)