L L4D2node

SmokerMoveToAttackPosition::OnStuck

0x00ac68b0 · 187 bytes · __thiscall

_ZN26SmokerMoveToAttackPosition7OnStuckEP6Smoker

Decompiled

undefined (2 params)

/* SmokerMoveToAttackPosition::OnStuck(Smoker*) */

SmokerMoveToAttackPosition * __thiscall
SmokerMoveToAttackPosition::OnStuck(SmokerMoveToAttackPosition *this,Smoker *param_1)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + 0.1 != *(float *)(param_1 + 0x482c)) {
    (**(code **)(*(int *)(param_1 + 0x4824) + 4))(param_1 + 0x4824,param_1 + 0x482c);
    *(float *)(param_1 + 0x482c) = (float)lVar1 + 0.1;
  }
  if (*(float *)(param_1 + 0x4828) != 0.1) {
    (**(code **)(*(int *)(param_1 + 0x4824) + 4))(param_1 + 0x4824,param_1 + 0x4828);
    *(undefined4 *)(param_1 + 0x4828) = 0x3dcccccd;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)