L L4D2node

SurvivorCheckpointReached::OnStart

0x009174c0 · 524 bytes · __thiscall

_ZN25SurvivorCheckpointReached7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorCheckpointReached::OnStart(SurvivorBot*, Action<SurvivorBot>*) */

void __thiscall
SurvivorCheckpointReached::OnStart
          (SurvivorCheckpointReached *this,SurvivorBot *param_1,Action *param_2)

{
  float fVar1;
  int iVar2;
  code *pcVar3;
  undefined4 uVar4;
  SurvivorLegsWait *this_00;
  int *piVar5;
  undefined4 *puVar6;
  longdouble lVar7;
  CAI_Concept local_24 [20];
  
  uVar4 = TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
  *(undefined4 *)(param_1 + 0x34) = uVar4;
  if (*(float *)(param_1 + 0x40) != -1.0) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
    *(undefined4 *)(param_1 + 0x40) = 0xbf800000;
  }
  fVar1 = *(float *)(SurvivorBotCloseCheckpointDoorInterval._28_4_ + 0x2c);
  lVar7 = (longdouble)CountdownTimer::Now();
  if ((float)lVar7 + fVar1 != *(float *)(param_1 + 0x4c)) {
    (**(code **)(*(int *)(param_1 + 0x44) + 4))(param_1 + 0x44,param_1 + 0x4c);
    *(float *)(param_1 + 0x4c) = (float)lVar7 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x48)) {
    (**(code **)(*(int *)(param_1 + 0x44) + 4))(param_1 + 0x44,param_1 + 0x48);
    *(float *)(param_1 + 0x48) = fVar1;
  }
  this_00 = ::operator_new(0x44);
                    /* try { // try from 00917560 to 00917564 has its CatchHandler @ 00917701 */
  SurvivorLegsWait::SurvivorLegsWait(this_00,0.0);
  piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  if (piVar5[0x18] < 0xf) {
    puVar6 = ::operator_new(0x38);
    *puVar6 = &PTR__Behavior_00d00308;
    puVar6[1] = &PTR__Behavior_00d003d0;
                    /* try { // try from 009175ae to 009175b2 has its CatchHandler @ 009176df */
    CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar6 + 3),"%s");
    puVar6[2] = this_00;
    iVar2 = piVar5[0x18];
    piVar5[0x18] = iVar2 + 1;
    piVar5[iVar2 + 9] = (int)puVar6;
  }
  else {
    piVar5 = (int *)(**(code **)(*piVar5 + 0xb0))(piVar5);
    uVar4 = (**(code **)(*piVar5 + 0x13c))(piVar5);
    DevMsg("%3.2f: %s: PushLegsStack: Overflow\n",(double)*(float *)(gpGlobals + 0xc),uVar4);
    if (this_00 != (SurvivorLegsWait *)0x0) {
      (**(code **)(*(int *)this_00 + 4))(this_00);
    }
  }
  pcVar3 = *(code **)(*(int *)param_2 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"SurvivorBotReachedCheckpoint");
  (*pcVar3)(param_2,local_24,1,0,0,0,0);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 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)