L L4D2node

Jockey::Jockey

0x00aa3910 · 198 bytes · __thiscall

_ZN6JockeyC1Ev

Decompiled

undefined (1 param)

/* Jockey::Jockey() */

void __thiscall Jockey::Jockey(Jockey *this)

{
  INextBot *pIVar1;
  JockeyIntention *this_00;
  JockeyLocomotion *this_01;
  PlayerBody *this_02;
  ZombieBotVision *this_03;
  
  BossZombiePlayerBot::BossZombiePlayerBot((BossZombiePlayerBot *)this);
  *(undefined ***)this = &PTR__Jockey_00d32248;
  *(undefined **)(this + 0x2364) = &DAT_00d32c14;
  *(undefined ***)(this + 0x4028) = &PTR__Jockey_00d32c28;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d32d78;
                    /* try { // try from 00aa394f to 00aa3953 has its CatchHandler @ 00aa39d6 */
  this_00 = ::operator_new(0x20);
  pIVar1 = (INextBot *)(this + 0x4028);
                    /* try { // try from 00aa3963 to 00aa3967 has its CatchHandler @ 00aa3a02 */
  JockeyIntention::JockeyIntention(this_00,pIVar1);
  *(JockeyIntention **)(this + 0x4318) = this_00;
                    /* try { // try from 00aa3975 to 00aa3979 has its CatchHandler @ 00aa39d6 */
  this_01 = ::operator_new(0xbc);
                    /* try { // try from 00aa3983 to 00aa3987 has its CatchHandler @ 00aa39f6 */
  JockeyLocomotion::JockeyLocomotion(this_01,pIVar1);
  *(JockeyLocomotion **)(this + 0x431c) = this_01;
                    /* try { // try from 00aa3995 to 00aa3999 has its CatchHandler @ 00aa39d6 */
  this_02 = ::operator_new(0xac);
                    /* try { // try from 00aa39a3 to 00aa39a7 has its CatchHandler @ 00aa39f4 */
  PlayerBody::PlayerBody(this_02,pIVar1);
  *(PlayerBody **)(this + 0x4314) = this_02;
                    /* try { // try from 00aa39b5 to 00aa39b9 has its CatchHandler @ 00aa39d6 */
  this_03 = ::operator_new(0x16c);
                    /* try { // try from 00aa39c3 to 00aa39c7 has its CatchHandler @ 00aa39e8 */
  ZombieBotVision::ZombieBotVision(this_03,pIVar1);
  *(ZombieBotVision **)(this + 0x4320) = this_03;
  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)