L L4D2node

SurvivorDispatchEnemy::UpdateWeaponReady

0x0091e090 · 541 bytes · __thiscall

_ZN21SurvivorDispatchEnemy17UpdateWeaponReadyEP11SurvivorBotf

Decompiled

undefined (3 params)

/* SurvivorDispatchEnemy::UpdateWeaponReady(SurvivorBot*, float) */

SurvivorDispatchEnemy * __thiscall
SurvivorDispatchEnemy::UpdateWeaponReady
          (SurvivorDispatchEnemy *this,SurvivorBot *param_1,float param_2)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  undefined *puVar4;
  longdouble lVar5;
  undefined4 local_20;
  
  lVar5 = (longdouble)CountdownTimer::Now();
  if (*(float *)(param_1 + 0x40) <= (float)lVar5) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Timeout";
    return this;
  }
  uVar1 = *(uint *)(param_1 + 0x34);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     ((piVar3 = *(int **)(puVar4 + 4), piVar3 != (int *)0x0 &&
      (cVar2 = (**(code **)(*piVar3 + 300))(piVar3), cVar2 != '\0')))) {
    cVar2 = (**(code **)(*(int *)param_2 + 300))(param_2);
    if ((cVar2 != '\0') &&
       ((cVar2 = (**(code **)(*(int *)param_2 + 0x550))(param_2), cVar2 == '\0' &&
        (cVar2 = CTerrorPlayer::IsDominatedBySpecialInfected((CTerrorPlayer *)param_2),
        cVar2 == '\0')))) {
      cVar2 = CTerrorPlayer::IsActionBeingPerformedOnMe((CTerrorPlayer *)param_2,0);
      if ((cVar2 != '\0') &&
         (cVar2 = CTerrorPlayer::IsPerformingActionOnSelf((CTerrorPlayer *)param_2,0), cVar2 == '\0'
         )) {
        *(undefined4 *)this = 3;
        *(undefined4 *)(this + 4) = 0;
        *(char **)(this + 8) = "Someone is healing me or giving me ammo";
        return this;
      }
      piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
      local_20 = 0;
      uVar1 = *(uint *)(param_1 + 0x34);
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        local_20 = *(undefined4 *)(puVar4 + 4);
      }
      (**(code **)(*piVar3 + 0xc4))
                (piVar3,local_20,3,0x3fc00000,0,"Dispatching an enemy",1,0x3e800000);
      if (param_1[0x44] == (SurvivorBot)0x0) {
        (**(code **)(*(int *)param_2 + 0x938))(param_2,0xbf800000);
        param_1[0x44] = (SurvivorBot)0x1;
      }
      else {
        (**(code **)(*(int *)param_2 + 0x93c))(param_2);
        param_1[0x44] = (SurvivorBot)0x0;
      }
      *(undefined4 *)this = 0;
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
      return this;
    }
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "I am dead, dying, or at the mercy of the infected";
    return this;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(char **)(this + 8) = "Target is dispatched";
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)