L L4D2node

Action<Charger>::InvokeOnResume

0x00a8f360 · 622 bytes · __cdecl

_ZN6ActionI7ChargerE14InvokeOnResumeEPS0_P8BehaviorIS0_EPS1_

Decompiled

undefined (3 params)

/* Action<Charger>::InvokeOnResume(Charger*, Behavior<Charger>*, Action<Charger>*) */

Charger * Action<Charger>::InvokeOnResume(Charger *param_1,Behavior *param_2,Action *param_3)

{
  Behavior BVar1;
  char cVar2;
  undefined4 uVar3;
  undefined1 *puVar4;
  int in_GS_OFFSET;
  int local_3c;
  undefined4 local_38;
  undefined4 local_34;
  Charger local_30 [12];
  undefined1 local_24;
  undefined1 local_23;
  undefined1 local_22;
  undefined1 local_21;
  int local_20;
  
  puVar4 = &stack0xffffff94;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  cVar2 = INextBot::IsDebugging((INextBot *)(param_3 + 0x4028),1);
  if ((cVar2 == '\0') && (*(int *)(NextBotDebugHistory._28_4_ + 0x30) == 0)) {
    BVar1 = param_2[0x31];
  }
  else {
    (**(code **)(*(int *)param_3 + 0x9a4))();
    local_24 = 0xff;
    local_23 = 0xff;
    local_22 = 0x96;
    local_21 = 0xff;
    INextBot::DebugConColorMsg();
    local_24 = 0xff;
    local_23 = 0;
    local_22 = 0xff;
    local_21 = 0xff;
    INextBot::DebugConColorMsg();
    (**(code **)(*(int *)param_2 + 0xa4))();
    local_24 = 0xff;
    local_23 = 0xff;
    local_22 = 0xff;
    local_21 = 0xff;
    INextBot::DebugConColorMsg();
    local_24 = 0xff;
    local_23 = 0xff;
    local_22 = 0xff;
    local_21 = 0xff;
    INextBot::DebugConColorMsg();
    BVar1 = param_2[0x31];
  }
  if ((BVar1 == (Behavior)0x0) || (*(int *)(param_2 + 0x20) - 1U < 3)) {
    *(undefined4 *)param_1 = 0;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
  }
  else {
    param_2[0x31] = (Behavior)0x0;
    *(undefined4 *)(param_2 + 0x18) = 0;
    if (*(int *)(param_2 + 0xc) != 0) {
      *(Behavior **)(*(int *)(param_2 + 0xc) + 0x10) = param_2;
    }
    (**(code **)(*(int *)param_2 + 0xc0))();
    if ((2 < local_3c - 1U) && (*(Behavior **)(param_2 + 0x10) != (Behavior *)0x0)) {
      InvokeOnResume(local_30,*(Behavior **)(param_2 + 0x10),param_3);
      uVar3 = ApplyResult();
      *(undefined4 *)(param_2 + 0x10) = uVar3;
    }
    puVar4 = &stack0xffffff90;
    *(int *)param_1 = local_3c;
    *(undefined4 *)(param_1 + 4) = local_38;
    *(undefined4 *)(param_1 + 8) = local_34;
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    *(undefined **)(puVar4 + -4) = &UNK_00a8f5ce;
    __stack_chk_fail();
  }
  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)