L L4D2node

BehaviorMoveTo<Charger,InfectedPathCost>::Update

0x00a8b270 · 117 bytes · __thiscall

_ZN14BehaviorMoveToI7Charger16InfectedPathCostE6UpdateEPS0_f

Decompiled

undefined (3 params)

/* BehaviorMoveTo<Charger, InfectedPathCost>::Update(Charger*, float) */

BehaviorMoveTo<Charger,InfectedPathCost> * __thiscall
BehaviorMoveTo<Charger,InfectedPathCost>::Update
          (BehaviorMoveTo<Charger,InfectedPathCost> *this,Charger *param_1,float param_2)

{
  INextBot *pIVar1;
  
  pIVar1 = (INextBot *)0x0;
  if (param_2 != 0.0) {
    pIVar1 = (INextBot *)((int)param_2 + 0x4028);
  }
  PathFollower::Update((PathFollower *)(param_1 + 0x40),pIVar1);
  if (0 < *(int *)(param_1 + 0x4444)) {
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)