SurvivorCloseDoor::Update
0x00929520 · 950 bytes · __thiscall
_ZN17SurvivorCloseDoor6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorCloseDoor::Update(SurvivorBot*, float) */
SurvivorCloseDoor * __thiscall
SurvivorCloseDoor::Update(SurvivorCloseDoor *this,SurvivorBot *param_1,float param_2)
{
uint uVar1;
code *pcVar2;
char cVar3;
float *pfVar4;
undefined *puVar5;
int *piVar6;
int iVar7;
longdouble lVar8;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Door was destroyed";
return this;
}
if (*(int *)(&DAT_000015f4 + *(int *)(puVar5 + 4)) == 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Door is closed";
return this;
}
lVar8 = (longdouble)CountdownTimer::Now();
if ((float)lVar8 < *(float *)(param_1 + 0x40)) {
piVar6 = (int *)0x0;
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
piVar6 = *(int **)(puVar5 + 4);
}
pfVar4 = (float *)(**(code **)(*piVar6 + 0x288))(piVar6);
local_40 = *pfVar4;
local_3c = pfVar4[1];
local_38 = pfVar4[2];
cVar3 = (**(code **)(*(int *)((int)param_2 + 0x4028) + 0x118))
((int)param_2 + 0x4028,&local_40,0x43480000);
if (cVar3 != '\0') {
piVar6 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
(**(code **)(*piVar6 + 0xc0))
(piVar6,&local_40,1,0x3f800000,0,"Look at door we\'re closing",1,0x3e800000);
cVar3 = (**(code **)(*(int *)((int)param_2 + 0x4028) + 0x118))
((int)param_2 + 0x4028,&local_40,0x42c80000);
if (cVar3 != '\0') {
iVar7 = 0;
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
iVar7 = *(int *)(puVar5 + 4);
}
if (*(int *)(&DAT_000015f4 + iVar7) == 2) {
(**(code **)(*(int *)param_2 + 0x234))((CAI_Concept *)&local_28,param_2);
local_34 = local_40 - local_28;
local_30 = local_3c - local_24;
local_2c = local_38 - local_20;
VectorNormalize((Vector *)&local_34);
piVar6 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
pfVar4 = (float *)(**(code **)(*piVar6 + 0xbc))(piVar6);
if (0.7 < pfVar4[1] * local_30 + *pfVar4 * local_34 + pfVar4[2] * local_2c) {
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)
) || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
piVar6 = (int *)0x0;
}
else {
piVar6 = *(int **)(puVar5 + 4);
}
(**(code **)(*piVar6 + 0x1ac))(piVar6,param_2,param_2,1,0);
(**(code **)(*(int *)param_2 + 0x6e8))(param_2,piVar6,3);
pcVar2 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept((CAI_Concept *)&local_28,"SurvivorBotClosingDoorBehindUs");
(*pcVar2)(param_2,(CAI_Concept *)&local_28,1,0,0,0,0);
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Tried to close the door";
return this;
}
}
}
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Taking too much time - giving up";
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.