L L4D2node

Checkpoint::Update

0x0086b380 · 1304 bytes · __thiscall

_ZN10Checkpoint6UpdateEv

Decompiled

undefined (1 param)

/* Checkpoint::Update() */

void __thiscall Checkpoint::Update(Checkpoint *this)

{
  CNavArea *this_00;
  uint uVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  float fVar4;
  char cVar5;
  Vector *pVVar6;
  char *pcVar7;
  float fVar8;
  undefined *puVar9;
  char *pcVar10;
  int iVar11;
  int iVar12;
  int iVar13;
  int in_GS_OFFSET;
  int local_80;
  float local_78;
  float local_74;
  float local_70;
  Checkpoint *local_6c;
  float local_68;
  float local_64;
  char local_60 [64];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(ZombieCheckpointDebug._28_4_ + 0x30) != 0) {
    iVar12 = 0;
    if (0 < *(int *)(this + 0x54)) {
      do {
        while ((((uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar12 * 4), uVar1 != 0xffffffff &&
                 (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc
                 )) && (*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) &&
               (piVar2 = *(int **)(puVar9 + 4), piVar2 != (int *)0x0))) {
          iVar12 = iVar12 + 1;
          pVVar6 = (Vector *)(**(code **)(*piVar2 + 0x288))(piVar2);
          NDebugOverlay::Cross3D(pVVar6,10.0,0xff,0xff,0xff,true,0.1);
          if (*(int *)(this + 0x54) <= iVar12) goto LAB_0086b447;
        }
        iVar12 = iVar12 + 1;
      } while (iVar12 < *(int *)(this + 0x54));
    }
LAB_0086b447:
    local_80 = 0;
    if (0 < *(int *)(this + 0xc)) {
LAB_0086b460:
      do {
        this_00 = *(CNavArea **)(*(int *)this + local_80 * 4);
        if (0 < *(int *)(this + 0x54)) {
          iVar12 = 0;
          do {
            uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar12 * 4);
            if (((uVar1 != 0xffffffff) &&
                (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)
                ) && ((*(uint *)(puVar9 + 8) == uVar1 >> 0xc &&
                      (piVar2 = *(int **)(puVar9 + 4), piVar2 != (int *)0x0)))) {
              pVVar6 = (Vector *)(**(code **)(*piVar2 + 0x288))(piVar2);
              cVar5 = CNavArea::IsOverlapping(this_00,pVVar6,0.0);
              if (cVar5 != '\0') {
                local_80 = local_80 + 1;
                if (local_80 < *(int *)(this + 0xc)) goto LAB_0086b460;
                goto LAB_0086b4f3;
              }
            }
            iVar12 = iVar12 + 1;
          } while (iVar12 < *(int *)(this + 0x54));
        }
        (**(code **)(*(int *)this_00 + 0x50))(this_00);
        local_80 = local_80 + 1;
      } while (local_80 < *(int *)(this + 0xc));
    }
LAB_0086b4f3:
    pcVar10 = "OPEN TO ALL";
    if (this[0x5d] != (Checkpoint)0x0) {
      pcVar10 = "NO ZOMBIES";
    }
    pcVar7 = "USED";
    if (this[0x5c] == (Checkpoint)0x0) {
      pcVar7 = "UNUSED";
    }
    V_snprintf(local_60,0x40,"%s %s",pcVar7,pcVar10);
    if (this[0x5f] != (Checkpoint)0x0) {
      V_strncat(local_60," OUTWARD",0x40,-1);
    }
    iVar12 = 0;
    local_68 = (*(float *)(this + 0x28) + *(float *)(this + 0x1c)) * 0.5;
    local_6c = (Checkpoint *)((*(float *)(this + 0x24) + *(float *)(this + 0x18)) * 0.5);
    local_64 = (*(float *)(this + 0x2c) + *(float *)(this + 0x20)) * 0.5 + 10.0;
    NDebugOverlay::Text((Vector *)&local_6c,local_60,false,0.1);
    local_6c = (Checkpoint *)(*(float *)(this + 0x24) + 25.0);
    local_68 = *(float *)(this + 0x28) + 25.0;
    local_64 = *(float *)(this + 0x2c) + 71.0;
    local_78 = *(float *)(this + 0x18) - 25.0;
    local_74 = *(float *)(this + 0x1c) - 25.0;
    local_70 = *(float *)(this + 0x20) - 25.0;
    NDebugOverlay::Box((Vector *)&vec3_origin,(Vector *)&local_78,(Vector *)&local_6c,0xff,0xff,0xff
                       ,0x28,0.1);
    if (0 < *(int *)(this + 0x54)) {
      do {
        while (((uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar12 * 4), uVar1 == 0xffffffff ||
                (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)
                ) || ((*(uint *)(puVar9 + 8) != uVar1 >> 0xc ||
                      (pCVar3 = *(CBaseEntity **)(puVar9 + 4), pCVar3 == (CBaseEntity *)0x0))))) {
          iVar12 = iVar12 + 1;
          if (*(int *)(this + 0x54) <= iVar12) goto LAB_0086b780;
        }
        if (*(int *)(pCVar3 + 0x15f4) == 0) {
          iVar13 = 0xff;
          NDebugOverlay::EntityBounds(pCVar3,0xff,0,0,0x32,0.1);
          iVar11 = 0;
        }
        else {
          iVar13 = 0;
          NDebugOverlay::EntityBounds(pCVar3,0,0xff,0,0x32,0.1);
          iVar11 = 0xff;
        }
        iVar12 = iVar12 + 1;
        local_68 = (*(float *)(this + 0x28) + *(float *)(this + 0x1c)) * 0.5;
        local_64 = (*(float *)(this + 0x2c) + *(float *)(this + 0x20)) * 0.5;
        local_6c = (Checkpoint *)((*(float *)(this + 0x24) + *(float *)(this + 0x18)) * 0.5);
        pVVar6 = (Vector *)(**(code **)(*(int *)pCVar3 + 0x288))(pCVar3);
        NDebugOverlay::Line(pVVar6,(Vector *)&local_6c,iVar13,iVar11,0,true,0.1);
      } while (iVar12 < *(int *)(this + 0x54));
    }
  }
LAB_0086b780:
  cVar5 = CDirector::IsInTransition(TheDirector);
  if (((cVar5 == '\0') && (this[0x5d] != (Checkpoint)0x0)) && (this[0x5f] == (Checkpoint)0x0)) {
    local_6c = this;
    local_68 = 0.0;
    ForEachPlayer<CheckpointSurvivorCount>((CheckpointSurvivorCount *)&local_6c);
    fVar4 = local_68;
    if (local_68 != 0.0) {
      fVar8 = (float)UTIL_HumansOnTeam(2,true);
      if (fVar4 == fVar8) {
        this[0x5e] = (Checkpoint)0x1;
      }
      if (local_68 != 0.0) goto LAB_0086b7a1;
    }
    if (this[0x5e] != (Checkpoint)0x0) {
      TerrorNavMesh::OnCheckpointLeft(TheNavMesh);
    }
  }
LAB_0086b7a1:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)