L L4D2node

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 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)