SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat
0x0091d700 · 381 bytes · __cdecl
_ZNK30SurvivorLiberateBesiegedFriend25SelectMoreDangerousThreatEPK8INextBotPK20CBaseCombatCharacterPS3_S6_
Decompiled
undefined (4 params)
/* SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter
const*, CBaseCombatCharacter*, CBaseCombatCharacter*) const */
undefined4
SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat
(INextBot *param_1,CBaseCombatCharacter *param_2,CBaseCombatCharacter *param_3,
CBaseCombatCharacter *param_4)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
undefined *puVar5;
cVar2 = (**(code **)(*(int *)param_2 + 0xe0))(param_2,param_3);
if (cVar2 != '\0') {
uVar4 = 0;
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
uVar4 = *(undefined4 *)(puVar5 + 4);
}
cVar2 = (**(code **)(*(int *)param_2 + 0x114))(param_2,uVar4,0x43960000);
if (cVar2 != '\0') {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0xcc))(param_2);
uVar1 = *(uint *)(param_1 + 0x34);
uVar4 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
uVar4 = *(undefined4 *)(puVar5 + 4);
}
cVar2 = (**(code **)(*piVar3 + 0xd0))(piVar3,uVar4,1,0);
if (cVar2 != '\0') {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0xb4))(param_2);
piVar3 = (int *)(**(code **)(*piVar3 + 0x9a8))(piVar3);
/* WARNING: Could not recover jumptable at 0x0091d868. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*piVar3 + 0xcc))();
return uVar4;
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.