L L4D2node

SurvivorEngageTheEnemy::Update

0x0091c5e0 · 1123 bytes · __thiscall

_ZN22SurvivorEngageTheEnemy6UpdateEP11SurvivorBotf

Decompiled

undefined (3 params)

/* SurvivorEngageTheEnemy::Update(SurvivorBot*, float) */

SurvivorEngageTheEnemy * __thiscall
SurvivorEngageTheEnemy::Update(SurvivorEngageTheEnemy *this,SurvivorBot *param_1,float param_2)

{
  uint uVar1;
  bool bVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  SurvivorIntention *pSVar6;
  undefined *puVar7;
  uint *puVar8;
  CBaseCombatCharacter *pCVar9;
  longdouble lVar10;
  float fVar11;
  SurvivorBot *pSVar12;
  CBaseCombatCharacter *local_34;
  int local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  puVar8 = (uint *)0x0;
  iVar4 = SurvivorBot::GetTeamSituation((SurvivorBot *)param_2);
  iVar5 = (**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  if (0 < *(int *)(iVar5 + 0x70)) {
    uVar1 = **(uint **)(iVar5 + 100);
    if ((((uVar1 != 0xffffffff) &&
         (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar7 + 4) != 0)) {
      puVar8 = *(uint **)(iVar5 + 100);
    }
  }
  fVar11 = param_2;
  pSVar12 = param_1;
  SurvivorBot::SaveFriendsInImmediateTrouble((Action *)&local_28);
  if (local_28 - 1U < 3) {
    *(int *)this = local_28;
    *(undefined4 *)(this + 4) = local_24;
    *(undefined4 *)(this + 8) = local_20;
    return this;
  }
  if (puVar8 == (uint *)0x0) {
    bVar2 = false;
  }
  else {
    if ((float)puVar8[6] <= 0.0) {
LAB_0091c7d3:
      bVar2 = false;
    }
    else {
      lVar10 = (longdouble)IntervalTimer::Now();
      if (3.0 <= (float)lVar10 - (float)puVar8[6]) goto LAB_0091c7d3;
      if ((float)puVar8[6] <= 0.0) {
LAB_0091c707:
        if (0 < *(int *)(iVar4 + 0xc4)) {
          iVar5 = 0;
          do {
            local_34 = (CBaseCombatCharacter *)0x0;
            uVar1 = *(uint *)(iVar4 + 0x88 + iVar5 * 4);
            if (((uVar1 != 0xffffffff) &&
                (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)
                ) && (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
              local_34 = *(CBaseCombatCharacter **)(puVar7 + 4);
            }
            pCVar9 = (CBaseCombatCharacter *)0x0;
            uVar1 = *puVar8;
            if (((uVar1 != 0xffffffff) &&
                (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)
                ) && (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
              pCVar9 = *(CBaseCombatCharacter **)(puVar7 + 4);
            }
            pSVar6 = (SurvivorIntention *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
            cVar3 = SurvivorIntention::IsDangerousTo(pSVar6,(CTerrorPlayer *)local_34,pCVar9);
            if (cVar3 != '\0') goto LAB_0091c9e6;
            iVar5 = iVar5 + 1;
          } while (iVar5 < *(int *)(iVar4 + 0xc4));
        }
        goto LAB_0091c7d3;
      }
      uVar1 = *puVar8;
      local_34 = (CBaseCombatCharacter *)0x0;
      if (((uVar1 != 0xffffffff) &&
          (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
        local_34 = *(CBaseCombatCharacter **)(puVar7 + 4);
      }
      pSVar6 = (SurvivorIntention *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2,fVar11,pSVar12);
      cVar3 = SurvivorIntention::IsDangerousTo(pSVar6,(CTerrorPlayer *)param_2,local_34);
      if ((cVar3 == '\0') ||
         (lVar10 = (longdouble)IntervalTimer::Now(), 5.0 <= (float)lVar10 - (float)puVar8[6]))
      goto LAB_0091c707;
LAB_0091c9e6:
      bVar2 = true;
    }
    uVar1 = *puVar8;
    if (((uVar1 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar7 + 8) == uVar1 >> 0xc &&
        (pCVar9 = *(CBaseCombatCharacter **)(puVar7 + 4), pCVar9 != (CBaseCombatCharacter *)0x0))))
    {
      pSVar6 = (SurvivorIntention *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
      fVar11 = param_2;
      cVar3 = SurvivorIntention::IsImmediatelyDangerousTo(pSVar6,(CTerrorPlayer *)param_2,pCVar9);
      if (cVar3 != '\0') goto LAB_0091c82a;
    }
  }
  fVar11 = param_2;
  pCVar9 = (CBaseCombatCharacter *)param_1;
  SurvivorBot::RescueImmobilizedFriends((Action *)&local_28);
  if (local_28 - 1U < 3) {
    *(int *)this = local_28;
    *(undefined4 *)(this + 4) = local_24;
    *(undefined4 *)(this + 8) = local_20;
    return this;
  }
LAB_0091c82a:
  if (bVar2) {
    lVar10 = (longdouble)CountdownTimer::Now();
    fVar11 = *(float *)(param_1 + 0x38);
    if ((float)lVar10 + fVar11 != *(float *)(param_1 + 0x3c)) {
      (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c,pCVar9);
      *(float *)(param_1 + 0x3c) = (float)lVar10 + fVar11;
    }
  }
  else {
    lVar10 = (longdouble)CountdownTimer::Now();
    if (*(float *)(param_1 + 0x3c) <= (float)lVar10) {
      if (((5 < *(int *)(param_1 + 0x40)) &&
          ((((uVar1 = *(uint *)(iVar4 + 0x38), uVar1 == 0xffffffff ||
             (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar7 + 4) == 0)))) &&
         (cVar3 = (**(code **)(*(int *)param_2 + 0x7e8))(param_2,fVar11), cVar3 == '\0')) {
        lVar10 = (longdouble)RandomFloat(0,0x3f800000);
        SurvivorBot::Say((SurvivorBot *)param_2,"SurvivorBotHurrahManyKills",0,(float)lVar10,0);
      }
      *(undefined4 *)this = 3;
      *(undefined4 *)(this + 4) = 0;
      *(char **)(this + 8) = "No visible threats";
      return this;
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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.



        

        

          

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