L L4D2node

CTerrorGameMovement::CheckStacking

0x005010d0 · 965 bytes · __thiscall

_ZN19CTerrorGameMovement13CheckStackingEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::CheckStacking() */

void __thiscall CTerrorGameMovement::CheckStacking(CTerrorGameMovement *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  char cVar7;
  int *piVar8;
  int iVar9;
  CBaseEntity *pCVar10;
  NextBotManager *this_00;
  longdouble lVar11;
  float local_a8;
  float local_a4;
  float local_a0;
  float local_9c;
  float local_98;
  float local_94;
  void *local_90;
  undefined4 local_8c;
  undefined4 local_88;
  int local_84;
  void *local_80;
  float local_7c;
  float local_78;
  undefined4 local_74;
  
  if ((((*(int *)(this + 0x810) == 0) || ((*(byte *)(*(int *)(this + 0x810) + 0x1d20) & 8) == 0)) &&
      ((*(CBaseEntity **)(this + 4))[0x186] != (CBaseEntity)0x9)) &&
     (((piVar8 = (int *)CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4)),
       piVar8 != (int *)0x0 &&
       (cVar7 = CTerrorPlayer::IsLunging(*(CTerrorPlayer **)(this + 0x810)), cVar7 == '\0')) &&
      ((iVar9 = (**(code **)(*piVar8 + 0x144))(piVar8), iVar9 != 0 &&
       (iVar9 = CBaseEntity::MyNPCPointer(), iVar9 == 0)))))) {
    cVar7 = (**(code **)(*piVar8 + 0x16c))(piVar8);
    if (((cVar7 == '\0') &&
        (pCVar10 = (CBaseEntity *)(**(code **)(*piVar8 + 0x14c))(piVar8),
        pCVar10 != (CBaseEntity *)0x0)) &&
       ((iVar9 = CBaseEntity::GetTeamNumber(pCVar10), iVar9 != 3 ||
        (iVar9 = (**(code **)(*(int *)pCVar10 + 0x544))(pCVar10), iVar9 == 0)))) {
      iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      pCVar10 = *(CBaseEntity **)(this + 4);
      if (((byte)pCVar10[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar10);
      }
      fVar1 = *(float *)(iVar9 + 0x24);
      fVar2 = *(float *)(iVar9 + 0x28);
      fVar3 = *(float *)(pCVar10 + 0x2e8);
      fVar4 = *(float *)(pCVar10 + 0x2e0);
      fVar5 = *(float *)(pCVar10 + 0x2e4);
      fVar6 = *(float *)(iVar9 + 0x2c);
      iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      pCVar10 = *(CBaseEntity **)(this + 4);
      if (((byte)pCVar10[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar10);
      }
      local_8c = 0x20;
      local_9c = *(float *)(iVar9 + 0x30) + *(float *)(pCVar10 + 0x2e0);
      local_88 = 0;
      local_98 = *(float *)(iVar9 + 0x34) + *(float *)(pCVar10 + 0x2e4);
      local_94 = *(float *)(iVar9 + 0x38) + *(float *)(pCVar10 + 0x2e8);
      local_a0 = fVar3 + fVar6 + -18.0;
      local_a8 = fVar1 + fVar4;
      local_a4 = fVar2 + fVar5;
      local_90 = malloc(0x80);
      local_84 = 0;
      local_80 = local_90;
                    /* try { // try from 0050139f to 00501408 has its CatchHandler @ 0050149a */
      this_00 = (NextBotManager *)TheNextBots();
      NextBotManager::ForEachCombatCharacter<InfectedGroundCollector>
                (this_00,(InfectedGroundCollector *)&local_a8);
      iVar9 = 0;
      if (0 < local_84) {
        do {
          piVar8 = *(int **)((int)local_90 + iVar9 * 4);
          CTakeDamageInfo::CTakeDamageInfo
                    ((CTakeDamageInfo *)&local_7c,*(CBaseEntity **)(this + 4),
                     *(CBaseEntity **)(this + 4),50.0,0x80,0);
          (**(code **)(*piVar8 + 0x124))(piVar8,&local_7c);
          iVar9 = iVar9 + 1;
        } while (iVar9 < local_84);
      }
      local_84 = 0;
      CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_90);
      local_80 = local_90;
      CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_90);
    }
    else {
      local_7c = *(float *)(*(int *)(this + 8) + 0x40);
      local_78 = *(float *)(*(int *)(this + 8) + 0x44);
      local_74 = 0;
      if ((((-1e-05 < local_7c) && (local_7c < 1e-05)) && (-1e-05 < local_78)) && (local_78 < 1e-05)
         ) {
        lVar11 = (longdouble)RandomFloat(0xbf800000,0x3f800000);
        local_7c = (float)lVar11;
        lVar11 = (longdouble)RandomFloat(0xbf800000,0x3f800000);
        local_78 = (float)lVar11;
      }
      VectorNormalize((Vector *)&local_7c);
      ComputeMoveTowardVector
                (*(CTerrorPlayer **)(this + 0x810),(Vector *)&local_7c,*(CMoveData **)(this + 8));
      *(float *)(*(int *)(this + 8) + 0x2c) = *(float *)(*(int *)(this + 8) + 0x2c) * 3.0;
      *(float *)(*(int *)(this + 8) + 0x30) = *(float *)(*(int *)(this + 8) + 0x30) * 3.0;
      *(undefined4 *)(*(int *)(this + 8) + 0x24) = 0;
      *(undefined4 *)(*(int *)(this + 8) + 8) = 0;
    }
  }
  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)