SurvivorDispatchEnemy::UpdateWeaponNotReady
0x0091def0 · 388 bytes · __thiscall
_ZN21SurvivorDispatchEnemy20UpdateWeaponNotReadyEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorDispatchEnemy::UpdateWeaponNotReady(SurvivorBot*, float) */
SurvivorDispatchEnemy * __thiscall
SurvivorDispatchEnemy::UpdateWeaponNotReady
(SurvivorDispatchEnemy *this,SurvivorBot *param_1,float param_2)
{
code *pcVar1;
int *piVar2;
int *piVar3;
int iVar4;
undefined4 uVar5;
piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_2);
if (piVar2 != (int *)0x0) {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x484))(param_2,0);
if (piVar2 == piVar3) {
iVar4 = (**(code **)(*piVar2 + 0x638))(piVar2);
if (iVar4 == 0x15) {
iVar4 = (**(code **)(*(int *)param_2 + 0x484))(param_2,1);
if (iVar4 == 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "No suitable weapon";
return this;
}
pcVar1 = *(code **)(*(int *)param_2 + 0x474);
uVar5 = (**(code **)(*(int *)param_2 + 0x484))(param_2,1);
(*pcVar1)(param_2,uVar5,0);
}
}
else {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x484))(param_2,1);
if (piVar2 != piVar3) {
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x484))(param_2,0);
if ((piVar2 == (int *)0x0) ||
(iVar4 = (**(code **)(*piVar2 + 0x638))(piVar2), iVar4 == 0x15)) {
iVar4 = (**(code **)(*(int *)param_2 + 0x484))(param_2,1);
if (iVar4 == 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "We have no weapons with which to dispatch an enemy.";
return this;
}
(**(code **)(*(int *)param_2 + 0x474))(param_2,iVar4,0);
}
else {
(**(code **)(*(int *)param_2 + 0x474))(param_2,piVar2,0);
}
goto LAB_0091df8b;
}
}
param_1[0x45] = (SurvivorBot)0x1;
}
LAB_0091df8b:
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.