SurvivorAttack::EquipBestWeapon
0x0091ac40 · 947 bytes · __thiscall
_ZNK14SurvivorAttack15EquipBestWeaponEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorAttack::EquipBestWeapon(SurvivorBot*) const */
void __thiscall SurvivorAttack::EquipBestWeapon(SurvivorAttack *this,SurvivorBot *param_1)
{
float fVar1;
byte bVar2;
char cVar3;
int iVar4;
CWeaponCSBase *this_00;
CWeaponCSBase *pCVar5;
CBaseEntity *this_01;
longdouble lVar6;
CWeaponCSBase *local_28;
CWeaponCSBase *local_24;
if (param_1 == (SurvivorBot *)0x0) {
return;
}
iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (iVar4 == 0) {
return;
}
if ((0.0 < *(float *)(param_1 + 0x1ab98)) &&
(lVar6 = (longdouble)IntervalTimer::Now(), (float)lVar6 - *(float *)(param_1 + 0x1ab98) < 5.0))
{
return;
}
this_00 = (CWeaponCSBase *)(**(code **)(*(int *)param_1 + 0x484))(param_1,0);
pCVar5 = (CWeaponCSBase *)(**(code **)(*(int *)param_1 + 0x484))(param_1,1);
bVar2 = CDirector::IsFinale(TheDirector);
if (pCVar5 == (CWeaponCSBase *)0x0) {
LAB_0091ae38:
local_24 = (CWeaponCSBase *)0x0;
local_28 = (CWeaponCSBase *)0x0;
}
else {
iVar4 = CWeaponCSBase::GetCSWpnData(pCVar5);
local_24 = (CWeaponCSBase *)0x0;
local_28 = pCVar5;
if (*(int *)(iVar4 + 0x894) != 0) {
iVar4 = CWeaponCSBase::GetCSWpnData(pCVar5);
if ((*(int *)(iVar4 + 0x894) != 10) &&
(iVar4 = CWeaponCSBase::GetCSWpnData(pCVar5), *(int *)(iVar4 + 0x894) != 0xb))
goto LAB_0091ae38;
local_28 = (CWeaponCSBase *)0x0;
local_24 = pCVar5;
}
}
if ((this_00 == (CWeaponCSBase *)0x0) ||
(cVar3 = (**(code **)(*(int *)this_00 + 0x3c8))(this_00), cVar3 == '\0')) {
LAB_0091add8:
(**(code **)(*(int *)param_1 + 0x474))(param_1,pCVar5,0);
return;
}
this_01 = (CBaseEntity *)SelectTarget(this,param_1);
if (this_01 != (CBaseEntity *)0x0) {
lVar6 = (longdouble)(**(code **)(*(int *)(param_1 + 0x4028) + 0x124))(param_1 + 0x4028,this_01);
fVar1 = (float)lVar6;
iVar4 = CWeaponCSBase::GetCSWpnData(this_00);
if (*(int *)(iVar4 + 0x894) == 3) {
iVar4 = CBaseEntity::GetTeamNumber(this_01);
if (((iVar4 != 3) || (iVar4 = (**(code **)(*(int *)this_01 + 0x544))(this_01), iVar4 != 8)) &&
((iVar4 = CBaseEntity::GetTeamNumber(this_01), iVar4 != 3 ||
(iVar4 = (**(code **)(*(int *)this_01 + 0x544))(this_01), iVar4 != 7)))) {
if ((750.0 < fVar1) && (local_28 != (CWeaponCSBase *)0x0)) {
(**(code **)(*(int *)param_1 + 0x474))(param_1,local_28,0);
return;
}
if (((fVar1 < 180.0) && (local_24 != (CWeaponCSBase *)0x0)) && ((bVar2 ^ 1) != 0)) {
(**(code **)(*(int *)param_1 + 0x474))(param_1,local_24,0);
return;
}
if (500.0 <= fVar1) {
return;
}
}
goto LAB_0091adab;
}
iVar4 = CWeaponCSBase::GetCSWpnData(this_00);
if (*(int *)(iVar4 + 0x894) == 4) {
iVar4 = CBaseEntity::GetTeamNumber(this_01);
if (((iVar4 != 3) || (iVar4 = (**(code **)(*(int *)this_01 + 0x544))(this_01), iVar4 != 8)) &&
((iVar4 = CBaseEntity::GetTeamNumber(this_01), iVar4 != 3 ||
(iVar4 = (**(code **)(*(int *)this_01 + 0x544))(this_01), iVar4 != 7)))) {
if ((fVar1 < 300.0) && (local_28 != (CWeaponCSBase *)0x0)) goto LAB_0091add8;
if (((fVar1 < 180.0) && (local_24 != (CWeaponCSBase *)0x0)) && ((bVar2 ^ 1) != 0)) {
(**(code **)(*(int *)param_1 + 0x474))(param_1,local_24,0);
return;
}
if (fVar1 <= 500.0) {
return;
}
}
goto LAB_0091adab;
}
}
pCVar5 = (CWeaponCSBase *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (this_00 == pCVar5) {
return;
}
iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (*(char *)(iVar4 + 0x1459) != '\0') {
return;
}
LAB_0091adab:
(**(code **)(*(int *)param_1 + 0x474))(param_1,this_00,0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.