L L4D2node

SurvivorAttack::ShouldHurry

0x00918750 · 597 bytes · __thiscall

_ZNK14SurvivorAttack11ShouldHurryEPK8INextBot

Decompiled

undefined (2 params)

/* SurvivorAttack::ShouldHurry(INextBot const*) const */

undefined4 __thiscall SurvivorAttack::ShouldHurry(SurvivorAttack *this,INextBot *param_1)

{
  uint *puVar1;
  uint uVar2;
  char cVar3;
  int *piVar4;
  int iVar5;
  undefined *puVar6;
  CBaseEntity *pCVar7;
  
  piVar4 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
  iVar5 = (**(code **)(*piVar4 + 0x9a8))(piVar4);
  if (0 < *(int *)(iVar5 + 0x70)) {
    puVar1 = *(uint **)(iVar5 + 100);
    uVar2 = *puVar1;
    if ((((uVar2 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) &&
       (((piVar4 = *(int **)(puVar6 + 4), piVar4 != (int *)0x0 &&
         (cVar3 = (**(code **)(*piVar4 + 300))(piVar4), cVar3 != '\0')) && (0.0 < (float)puVar1[6]))
       )) {
      uVar2 = *puVar1;
      pCVar7 = (CBaseEntity *)0x0;
      if ((uVar2 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) {
        if (*(uint *)(puVar6 + 8) == uVar2 >> 0xc) {
          pCVar7 = *(CBaseEntity **)(puVar6 + 4);
        }
        else {
          pCVar7 = (CBaseEntity *)0x0;
        }
      }
      iVar5 = CBaseEntity::GetTeamNumber(pCVar7);
      if ((iVar5 != 3) || (iVar5 = (**(code **)(*(int *)pCVar7 + 0x544))(pCVar7), iVar5 != 2)) {
        uVar2 = *puVar1;
        pCVar7 = (CBaseEntity *)0x0;
        if ((uVar2 != 0xffffffff) &&
           ((puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
            (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)))) {
          pCVar7 = *(CBaseEntity **)(puVar6 + 4);
        }
        iVar5 = CBaseEntity::GetTeamNumber(pCVar7);
        if ((iVar5 != 3) || (iVar5 = (**(code **)(*(int *)pCVar7 + 0x544))(pCVar7), iVar5 != 8)) {
          uVar2 = *puVar1;
          pCVar7 = (CBaseEntity *)0x0;
          if ((uVar2 != 0xffffffff) &&
             ((puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
              (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)))) {
            pCVar7 = *(CBaseEntity **)(puVar6 + 4);
          }
          iVar5 = CBaseEntity::GetTeamNumber(pCVar7);
          if (iVar5 != 3) {
            return 2;
          }
          iVar5 = (**(code **)(*(int *)pCVar7 + 0x544))(pCVar7);
          if (iVar5 != 7) {
            return 2;
          }
          uVar2 = *puVar1;
          piVar4 = (int *)0x0;
          if (((uVar2 != 0xffffffff) &&
              (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
             && (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
            piVar4 = *(int **)(puVar6 + 4);
          }
          iVar5 = (**(code **)(*piVar4 + 0x14c))(piVar4);
          if (iVar5 == 0) {
            return 2;
          }
          uVar2 = *puVar1;
          piVar4 = (int *)0x0;
          if (((uVar2 != 0xffffffff) &&
              (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
             && (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
            piVar4 = *(int **)(puVar6 + 4);
          }
          piVar4 = (int *)(**(code **)(*piVar4 + 0x14c))(piVar4);
          piVar4 = (int *)(**(code **)(*piVar4 + 0x594))(piVar4);
          cVar3 = (**(code **)(*piVar4 + 0x114))(piVar4,2);
          if (cVar3 == '\0') {
            return 2;
          }
          return 1;
        }
      }
      return 1;
    }
  }
  return 2;
}

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)