L L4D2node

CLogicDirectorQuery::InputHowAngry

0x00871e10 · 645 bytes · __thiscall

_ZN19CLogicDirectorQuery13InputHowAngryER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicDirectorQuery::InputHowAngry(inputdata_t&) */

void __thiscall CLogicDirectorQuery::InputHowAngry(CLogicDirectorQuery *this,inputdata_t *param_1)

{
  char cVar1;
  int *piVar2;
  CBaseEntity *this_00;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  float fVar6;
  double local_44;
  int local_38;
  int local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if ((cVar1 == '\0') && (cVar1 = CTerrorGameRules::IsScavengeMode(), cVar1 == '\0')) {
    if (*(int *)(gpGlobals + 0x14) < 1) {
      iVar4 = 1;
      local_44 = 1.0;
    }
    else {
      iVar4 = 1;
      fVar6 = 0.0;
      do {
        this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
        if (((((this_00 != (CBaseEntity *)0x0) && (*(int *)(this_00 + 0x30) != 0)) &&
             (*(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
            ((cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 != '\0' &&
             (*(int *)(this_00 + 0x1f6c) != 2)))) &&
           ((cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar1 != '\0' &&
            ((iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 2 &&
             (cVar1 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00), cVar1 == '\0')))))) {
          fVar6 = (float)*(int *)(this_00 + 0x100) + fVar6;
        }
        iVar4 = iVar4 + 1;
      } while (iVar4 <= *(int *)(gpGlobals + 0x14));
      fVar6 = fVar6 * 0.0025;
      if (1.0 <= fVar6) {
        fVar6 = 1.0;
      }
      if (fVar6 <= 0.0) {
        fVar6 = 0.0;
      }
      fVar6 = fVar6 * 49.0 + 1.0;
      iVar4 = (int)fVar6;
      local_44 = (double)fVar6;
    }
    iVar3 = RandomInt(1,100);
    if (iVar3 <= *(int *)(this + 0x490)) {
      fVar6 = ((float)iVar3 + -1.0) * 0.01010101;
      if (1.0 <= fVar6) {
        fVar6 = 1.0;
      }
      if (fVar6 <= 0.0) {
        fVar6 = 0.0;
      }
      iVar4 = (int)(fVar6 * 50.0);
    }
    fVar6 = ((float)*(int *)(this + 0x48c) - (float)*(int *)(this + 0x488)) * 0.020408163 *
            ((float)iVar4 + -1.0) + (float)*(int *)(this + 0x488);
    iVar3 = (int)fVar6;
    if (0.5 <= fVar6 - (float)iVar3) {
      iVar3 = iVar3 + (uint)(iVar3 < *(int *)(this + 0x48c));
    }
    Msg("TRUE Anger: %3.2f  Processed Anger: %3d  Out Anger: %3d\n",local_44,iVar4,iVar3);
    uVar5 = *(undefined4 *)param_1;
    piVar2 = &local_34;
    local_34 = iVar3;
  }
  else {
    uVar5 = *(undefined4 *)param_1;
    local_38 = *(int *)(this + 0x488);
    piVar2 = &local_38;
  }
  variant_t::Set((variant_t *)(this + 0x440),5,piVar2);
  local_30 = *(undefined4 *)(this + 0x440);
  local_2c = *(undefined4 *)(this + 0x444);
  local_28 = *(undefined4 *)(this + 0x448);
  local_24 = *(undefined4 *)(this + 0x44c);
  local_20 = *(undefined4 *)(this + 0x450);
  CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x440),&local_30,uVar5,this,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)