L4D1SurvivorBehavior::Update
0x00922970 · 518 bytes · __thiscall
_ZN20L4D1SurvivorBehavior6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* L4D1SurvivorBehavior::Update(SurvivorBot*, float) */
L4D1SurvivorBehavior * __thiscall
L4D1SurvivorBehavior::Update(L4D1SurvivorBehavior *this,SurvivorBot *param_1,float param_2)
{
char cVar1;
SurvivorAttractAndGiveItem *this_00;
int *piVar2;
longdouble lVar3;
float fVar4;
SurvivorBot *pSVar5;
int local_28;
undefined4 local_24;
undefined4 local_20;
cVar1 = SurvivorBot::IsAvailable((SurvivorBot *)param_2);
if (cVar1 != '\0') {
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(param_1 + 0x3c) <= (float)lVar3) {
lVar3 = (longdouble)RandomFloat(0x3f800000,0x40000000);
fVar4 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar4 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar3 + fVar4;
}
if (fVar4 != *(float *)(param_1 + 0x38)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(float *)(param_1 + 0x38) = fVar4;
}
fVar4 = param_2;
pSVar5 = param_1;
SurvivorBot::L4D1_ScavengeNearbyItems((Action *)&local_28);
if (2 < local_28 - 1U) {
if (*(int *)((int)param_2 + 0x2ba0) != 7) {
if (*(int *)(l4d1_survivor_give_item._28_4_ + 0x30) == 0) {
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9a0))(param_2,fVar4,pSVar5);
cVar1 = (**(code **)(*piVar2 + 0x174))(piVar2);
if ((cVar1 != '\0') ||
(cVar1 = CDirector::L4D1SurvivorClaimItemGiveIfSet(TheDirector), cVar1 == '\0'))
goto LAB_0092298b;
this_00 = ::operator_new(0x34);
/* try { // try from 00922b7c to 00922b80 has its CatchHandler @ 00922b98 */
SurvivorAttractAndGiveItem::SurvivorAttractAndGiveItem(this_00);
}
else {
this_00 = ::operator_new(0x34);
/* try { // try from 00922a88 to 00922a8c has its CatchHandler @ 00922b86 */
SurvivorAttractAndGiveItem::SurvivorAttractAndGiveItem(this_00);
}
*(undefined4 *)this = 2;
*(SurvivorAttractAndGiveItem **)(this + 4) = this_00;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(param_1 + 0x20) = 0;
*(undefined4 *)(param_1 + 0x24) = 0;
*(undefined4 *)(param_1 + 0x28) = 0;
*(undefined4 *)(param_1 + 0x2c) = 0;
return this;
}
SurvivorBot::L4D1_InteractWithUsables((Action *)&local_28);
if (2 < local_28 - 1U) goto LAB_0092298b;
}
*(int *)this = local_28;
*(undefined4 *)(this + 4) = local_24;
*(undefined4 *)(this + 8) = local_20;
return this;
}
}
LAB_0092298b:
*(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
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.