L L4D2node

JockeyAssault::OnStart

0x00aa3f50 · 112 bytes · __thiscall

_ZN13JockeyAssault7OnStartEP6JockeyP6ActionIS0_E

Decompiled

undefined (3 params)

/* JockeyAssault::OnStart(Jockey*, Action<Jockey>*) */

JockeyAssault * __thiscall
JockeyAssault::OnStart(JockeyAssault *this,Jockey *param_1,Action *param_2)

{
  int *piVar1;
  
  piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  (**(code **)(*piVar1 + 0xec))(piVar1,0);
  *(undefined4 *)(param_1 + 0x34) = 0;
  param_1[0x38] = (Jockey)0x0;
  *(undefined4 *)this = 0;
  *(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)