L L4D2node

SurvivorCloseDoor::OnStart

0x00929d40 · 495 bytes · __thiscall

_ZN17SurvivorCloseDoor7OnStartEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (3 params)

/* SurvivorCloseDoor::OnStart(SurvivorBot*, Action<SurvivorBot>*) */

void __thiscall
SurvivorCloseDoor::OnStart(SurvivorCloseDoor *this,SurvivorBot *param_1,Action *param_2)

{
  code *pcVar1;
  uint uVar2;
  int iVar3;
  Vector *pVVar4;
  SurvivorLegsApproach *this_00;
  undefined4 *puVar5;
  undefined4 uVar6;
  undefined *puVar7;
  int *piVar8;
  longdouble lVar9;
  CAI_Concept local_24 [20];
  
  pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"SurvivorBotMovingToCloseDoorBehindUs");
  (*pcVar1)(param_2,local_24,1,0,0,0,0);
  lVar9 = (longdouble)CountdownTimer::Now();
  if ((float)lVar9 + 5.0 != *(float *)(param_1 + 0x40)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
    *(float *)(param_1 + 0x40) = (float)lVar9 + 5.0;
  }
  if (*(float *)(param_1 + 0x3c) != 5.0) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(undefined4 *)(param_1 + 0x3c) = 0x40a00000;
  }
  uVar2 = *(uint *)(param_1 + 0x34);
  piVar8 = (int *)0x0;
  if (((uVar2 != 0xffffffff) &&
      (puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar7 + 8) == uVar2 >> 0xc)) {
    piVar8 = *(int **)(puVar7 + 4);
  }
  pVVar4 = (Vector *)(**(code **)(*piVar8 + 0x288))(piVar8);
  this_00 = ::operator_new(0x9050);
                    /* try { // try from 00929e3d to 00929e41 has its CatchHandler @ 00929f40 */
  SurvivorLegsApproach::SurvivorLegsApproach(this_00,pVVar4);
  piVar8 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
  if (piVar8[0x18] < 0xf) {
    puVar5 = ::operator_new(0x38);
    *puVar5 = &PTR__Behavior_00d00308;
    puVar5[1] = &PTR__Behavior_00d003d0;
                    /* try { // try from 00929e86 to 00929e8a has its CatchHandler @ 00929f52 */
    CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar5 + 3),"%s");
    puVar5[2] = this_00;
    iVar3 = piVar8[0x18];
    piVar8[0x18] = iVar3 + 1;
    piVar8[iVar3 + 9] = (int)puVar5;
  }
  else {
    piVar8 = (int *)(**(code **)(*piVar8 + 0xb0))(piVar8);
    uVar6 = (**(code **)(*piVar8 + 0x13c))(piVar8);
    DevMsg("%3.2f: %s: PushLegsStack: Overflow\n",(double)*(float *)(gpGlobals + 0xc),uVar6);
    if (this_00 != (SurvivorLegsApproach *)0x0) {
      (**(code **)(*(int *)this_00 + 4))(this_00);
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return;
}

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.



        

        

          

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