L L4D2node

L4D1SurvivorBehavior::SelectMoreDangerousThreat

0x00922dc0 · 362 bytes · __thiscall

_ZNK20L4D1SurvivorBehavior25SelectMoreDangerousThreatEPK8INextBotPK20CBaseCombatCharacterPS3_S6_

Decompiled

undefined (5 params)

/* L4D1SurvivorBehavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*,
   CBaseCombatCharacter*, CBaseCombatCharacter*) const */

CBaseCombatCharacter * __thiscall
L4D1SurvivorBehavior::SelectMoreDangerousThreat
          (L4D1SurvivorBehavior *this,INextBot *param_1,CBaseCombatCharacter *param_2,
          CBaseCombatCharacter *param_3,CBaseCombatCharacter *param_4)

{
  char cVar1;
  int *piVar2;
  SurvivorIntention *pSVar3;
  int iVar4;
  int iVar5;
  CBaseCombatCharacter *pCVar6;
  
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xbc))(param_1);
  if ((param_2 == (CBaseCombatCharacter *)0x0) ||
     (cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar1 == '\0')) {
    param_2 = (CBaseCombatCharacter *)0x0;
  }
  pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))(piVar2);
  cVar1 = SurvivorIntention::IsImmediatelyDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_3);
  if (cVar1 == '\0') {
    pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))(piVar2);
    cVar1 = SurvivorIntention::IsImmediatelyDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_4);
    if (cVar1 != '\0') {
      return param_4;
    }
    iVar4 = CTerrorPlayer::ClassifyZombie((CBaseEntity *)param_3);
    iVar5 = CTerrorPlayer::ClassifyZombie((CBaseEntity *)param_4);
    if (iVar4 != iVar5) {
      if (iVar4 == 8) {
        return param_3;
      }
      if (iVar5 == 8) {
        return param_4;
      }
    }
    pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))(piVar2);
    cVar1 = SurvivorIntention::IsDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_3);
    if (cVar1 == '\0') {
      pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))(piVar2);
      cVar1 = SurvivorIntention::IsDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_4);
      if (cVar1 != '\0') {
        return param_4;
      }
      goto LAB_00922ef0;
    }
    pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))();
    cVar1 = SurvivorIntention::IsDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_4);
  }
  else {
    pSVar3 = (SurvivorIntention *)(**(code **)(*piVar2 + 0x9a8))();
    cVar1 = SurvivorIntention::IsImmediatelyDangerousTo(pSVar3,(CTerrorPlayer *)param_2,param_4);
  }
  if (cVar1 == '\0') {
    return param_3;
  }
LAB_00922ef0:
  pCVar6 = (CBaseCombatCharacter *)SelectCloserThreat(this,(CTerrorPlayer *)param_2,param_3,param_4)
  ;
  return pCVar6;
}

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)