L L4D2node

NextBotAttackTheIT::operator()

0x00758ee0 · 295 bytes · __thiscall

_ZN18NextBotAttackTheITclEP8INextBot

Decompiled

undefined (2 params)

/* NextBotAttackTheIT::TEMPNAMEPLACEHOLDERVALUE(INextBot*) */

undefined4 __thiscall NextBotAttackTheIT::operator()(NextBotAttackTheIT *this,INextBot *param_1)

{
  float fVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  int *piVar5;
  float *pfVar6;
  
  pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
  iVar4 = CBaseEntity::GetTeamNumber(pCVar3);
  if (iVar4 == 3) {
    piVar5 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
    cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
    if (cVar2 != '\0') {
      pCVar3 = *(CBaseEntity **)this;
      fVar1 = *(float *)(this + 8);
      if (((byte)pCVar3[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar3);
      }
      pfVar6 = (float *)(**(code **)(*(int *)param_1 + 0xd4))(param_1);
      if ((*pfVar6 - *(float *)(pCVar3 + 0x2e0)) * (*pfVar6 - *(float *)(pCVar3 + 0x2e0)) +
          (pfVar6[1] - *(float *)(pCVar3 + 0x2e4)) * (pfVar6[1] - *(float *)(pCVar3 + 0x2e4)) +
          (pfVar6[2] - *(float *)(pCVar3 + 0x2e8)) * (pfVar6[2] - *(float *)(pCVar3 + 0x2e8)) <
          fVar1 * fVar1) {
        iVar4 = __dynamic_cast(param_1,&INextBot::typeinfo,&Witch::typeinfo,0x1a3c);
        if (iVar4 == 0) {
          iVar4 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
          if (iVar4 != *(int *)this) {
            (**(code **)(*(int *)param_1 + 0x84))(param_1,*(int *)this);
            *(int *)(this + 4) = *(int *)(this + 4) + 1;
          }
        }
      }
    }
  }
  return 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)