SurvivorBehavior::IsHindrance
0x00927ec0 · 424 bytes · __thiscall
_ZNK16SurvivorBehavior11IsHindranceEPK8INextBotP11CBaseEntity
Decompiled
undefined (3 params)
/* SurvivorBehavior::IsHindrance(INextBot const*, CBaseEntity*) const */
undefined4 __thiscall
SurvivorBehavior::IsHindrance(SurvivorBehavior *this,INextBot *param_1,CBaseEntity *param_2)
{
SurvivorBot *this_00;
uint uVar1;
char cVar2;
int iVar3;
SurvivorTeamSituation *this_01;
CBaseCombatCharacter *pCVar4;
int *piVar5;
undefined *puVar6;
if (param_2 == (CBaseEntity *)&DAT_ffffffff) {
return 1;
}
cVar2 = CTerrorGameRules::IsVersusMode();
if ((cVar2 == '\0') &&
(cVar2 = (**(code **)(*(int *)param_1 + 0x11c))
(param_1,param_2,*(undefined4 *)(SurvivorBotHindranceRange._28_4_ + 0x2c)),
cVar2 == '\0')) {
iVar3 = CBaseEntity::GetTeamNumber(param_2);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 == '\0') {
this_00 = (SurvivorBot *)(param_1 + -0x4028);
cVar2 = SurvivorBot::IsNearCheckpoint(this_00);
if (cVar2 == '\0') {
this_01 = (SurvivorTeamSituation *)SurvivorBot::GetTeamSituation(this_00);
uVar1 = *(uint *)(this_01 + 0x54);
if ((((((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
((*(CTerrorPlayer **)(puVar6 + 4) == (CTerrorPlayer *)0x0 ||
(cVar2 = SurvivorBot::IsBehind(this_00,*(CTerrorPlayer **)(puVar6 + 4)), cVar2 == '\0'
)))) || (cVar2 = SurvivorTeamSituation::IsAnyTeammateNearCheckpoint(this_01),
cVar2 == '\0')) &&
((cVar2 = CDirector::IsFinale(TheDirector), cVar2 == '\0' ||
(cVar2 = CDirector::IsFinaleVehicleReady(TheDirector), cVar2 == '\0')))) {
iVar3 = CBaseEntity::GetTeamNumber(param_2);
if (iVar3 != 3) {
return 2;
}
pCVar4 = (CBaseCombatCharacter *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
cVar2 = CBaseCombatCharacter::IsA(pCVar4,8);
if (cVar2 == '\0') {
pCVar4 = (CBaseCombatCharacter *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
cVar2 = CBaseCombatCharacter::IsA(pCVar4,7);
if (cVar2 == '\0') {
piVar5 = (int *)(**(code **)(*(int *)param_1 + 0xcc))(param_1);
cVar2 = (**(code **)(*piVar5 + 0xd0))(piVar5,param_2,1,0);
if (cVar2 != '\0') {
return 1;
}
}
}
return 2;
}
}
}
}
return 0;
}
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.