L L4D2node

CDirector::AddSurvivorBot

0x00886f80 · 323 bytes · __thiscall

_ZNK9CDirector14AddSurvivorBotE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CDirector::AddSurvivorBot(SurvivorCharacterType) const */

void __thiscall CDirector::AddSurvivorBot(CDirector *this,int param_2)

{
  char cVar1;
  char *pcVar2;
  SurvivorBot *pSVar3;
  int iVar4;
  int iVar5;
  int local_24;
  int local_20 [5];
  
  cVar1 = NoSurvivorBots(this);
  if (cVar1 != '\0') {
    return;
  }
  if (param_2 == 8) {
    local_20[0] = 0;
    iVar4 = 0;
    local_20[1] = 0;
    local_20[2] = 0;
    local_20[3] = 0;
    local_20[4] = 0;
    do {
                    /* try { // try from 00887033 to 008870d0 has its CatchHandler @ 008870d6 */
      iVar5 = CTerrorPlayer::GetPlayerByCharacter(iVar4);
      if (iVar5 == 0) {
        local_24 = iVar4;
        CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>>::InsertBefore
                  ((CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>> *)
                   local_20,local_20[3],(SurvivorCharacterType *)&local_24);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != 4);
    if (local_20[3] == 0) {
      local_20[3] = 0;
      CUtlMemory<SurvivorCharacterType,int>::Purge
                ((CUtlMemory<SurvivorCharacterType,int> *)local_20);
      local_20[4] = local_20[0];
      CUtlMemory<SurvivorCharacterType,int>::Purge
                ((CUtlMemory<SurvivorCharacterType,int> *)local_20);
      return;
    }
    iVar4 = RandomInt(0,local_20[3] + -1);
    param_2 = *(int *)(local_20[0] + iVar4 * 4);
    local_20[3] = 0;
    CUtlMemory<SurvivorCharacterType,int>::Purge((CUtlMemory<SurvivorCharacterType,int> *)local_20);
    local_20[4] = local_20[0];
    CUtlMemory<SurvivorCharacterType,int>::Purge((CUtlMemory<SurvivorCharacterType,int> *)local_20);
    if (param_2 == 8) {
      return;
    }
  }
  if ((param_2 - 4U < 4) && (iVar4 = CTerrorPlayer::GetPlayerByCharacter(param_2), iVar4 != 0)) {
    return;
  }
  pcVar2 = (char *)SurvivorCharacterDisplayName(param_2);
  pSVar3 = NextBotCreatePlayerBot<SurvivorBot>(pcVar2);
  if (pSVar3 != (SurvivorBot *)0x0) {
    (**(code **)(*(int *)pSVar3 + 0x8cc))(pSVar3,(3 < param_2) * '\x02' + '\x02',param_2,0);
  }
  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)