SurvivorCollectObject::OnMoveToFailure
0x0092a3a0 · 341 bytes · __cdecl
_ZN21SurvivorCollectObject15OnMoveToFailureEP11SurvivorBotPK4Path17MoveToFailureType
Decompiled
undefined (3 params)
/* SurvivorCollectObject::OnMoveToFailure(SurvivorBot*, Path const*, MoveToFailureType) */
undefined4 * SurvivorCollectObject::OnMoveToFailure(undefined4 *param_1,int param_2,int *param_3)
{
uint uVar1;
int *piVar2;
char cVar3;
undefined4 uVar4;
undefined *puVar5;
undefined1 *puVar6;
int in_GS_OFFSET;
Color local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
uVar1 = *(uint *)(param_2 + 0x34);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
(piVar2 = *(int **)(puVar5 + 4), piVar2 == (int *)0x0)) {
*param_1 = 3;
param_1[1] = 0;
param_1[2] = "Stuck trying to collect NULL item";
param_1[3] = 3;
}
else {
(**(code **)(*piVar2 + 0x1ac))(piVar2,param_3,param_3,1,0);
(**(code **)(*param_3 + 0x6e8))(param_3,piVar2,3);
cVar3 = INextBot::IsDebugging((INextBot *)(param_3 + 0x100a),1);
if (cVar3 != '\0') {
puVar6 = &DAT_00d539c2;
if ((undefined1 *)piVar2[0x1f] != (undefined1 *)0x0) {
puVar6 = (undefined1 *)piVar2[0x1f];
}
uVar4 = (**(code **)(*param_3 + 0xb8))(param_3);
local_24 = 0xff;
local_23 = 100;
local_22 = 0;
local_21 = 0xff;
ConColorMsg(&local_24,"%3.2f: WARNING: %s collected %s because path to it failed!\n",
(double)*(float *)(gpGlobals + 0xc),uVar4,puVar6);
}
*param_1 = 3;
param_1[1] = 0;
param_1[2] = "Stuck trying to collect an item";
param_1[3] = 3;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return param_1;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.