L4D1SurvivorMinigunAttack::Update
0x00924c70 · 421 bytes · __thiscall
_ZN25L4D1SurvivorMinigunAttack6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* L4D1SurvivorMinigunAttack::Update(SurvivorBot*, float) */
L4D1SurvivorMinigunAttack * __thiscall
L4D1SurvivorMinigunAttack::Update
(L4D1SurvivorMinigunAttack *this,SurvivorBot *param_1,float param_2)
{
char cVar1;
CBaseCombatCharacter *pCVar2;
SurvivorIntention *this_00;
undefined4 uVar3;
Vector *pVVar4;
Vector *pVVar5;
if (*(char *)((int)param_2 + 0x33bc) == '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
pCVar2 = (CBaseCombatCharacter *)
SelectTarget((L4D1SurvivorMinigunAttack *)param_1,(SurvivorBot *)param_2);
if (pCVar2 == (CBaseCombatCharacter *)0x0) {
AimWeapon((L4D1SurvivorMinigunAttack *)param_1,(SurvivorBot *)param_2);
}
else {
cVar1 = INextBot::IsDebugging((INextBot *)((int)param_2 + 0x4028),3);
if (cVar1 == '\0') {
AimWeapon((L4D1SurvivorMinigunAttack *)param_1,(SurvivorBot *)param_2);
}
else {
pVVar4 = (Vector *)(**(code **)(*(int *)pCVar2 + 0x288))(pCVar2);
pVVar5 = (Vector *)(**(code **)(*(int *)param_2 + 0x288))(param_2);
NDebugOverlay::HorzArrow(pVVar5,pVVar4,2.0,0xff,0,0,0xff,true,0.01023);
AimWeapon((L4D1SurvivorMinigunAttack *)param_1,(SurvivorBot *)param_2);
}
this_00 = (SurvivorIntention *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
cVar1 = SurvivorIntention::IsDangerousTo(this_00,(CTerrorPlayer *)param_2,pCVar2);
if (cVar1 == '\0') {
cVar1 = INextBot::IsDebugging((INextBot *)((int)param_2 + 0x4028),1);
if (cVar1 != '\0') {
uVar3 = (**(code **)(*(int *)param_2 + 0x9b8))(param_2);
DevMsg("%3.2f: %s: NOT FIRING because threat is not dangerous\n",
(double)*(float *)(gpGlobals + 0xc),uVar3);
}
}
else {
FireWeapon((L4D1SurvivorMinigunAttack *)param_1,(SurvivorBot *)param_2);
}
}
*(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.