L L4D2node

SurvivorDislodgeVictim::OnStartUse

0x0092a600 · 561 bytes · __thiscall

_ZN22SurvivorDislodgeVictim10OnStartUseEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorDislodgeVictim::OnStartUse(SurvivorBot*) */

void __thiscall
SurvivorDislodgeVictim::OnStartUse(SurvivorDislodgeVictim *this,SurvivorBot *param_1)

{
  SurvivorBot *pSVar1;
  uint uVar2;
  CBaseEntity *this_00;
  char cVar3;
  int *piVar4;
  int iVar5;
  undefined *puVar6;
  longdouble lVar7;
  undefined4 local_20;
  
  if (this[0x68] == (SurvivorDislodgeVictim)0x0) {
    piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))(param_1);
    local_20 = 0;
    uVar2 = *(uint *)(this + 0x34);
    if (((uVar2 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
      local_20 = *(undefined4 *)(puVar6 + 4);
    }
    (**(code **)(*piVar4 + 0xc4))
              (piVar4,local_20,4,0x3f800000,&g_SurvivorBotAttackOnReply,
               "Trying to dislodge by attacking",1,0x3e800000);
  }
  else {
    piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))();
    local_20 = 0;
    uVar2 = *(uint *)(this + 0x34);
    if (((uVar2 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
      local_20 = *(undefined4 *)(puVar6 + 4);
    }
    (**(code **)(*piVar4 + 0xc4))
              (piVar4,local_20,4,0x3f800000,&g_SurvivorBotMeleeOnReply,
               "Dislodging enemy from my friend!",1,0x3e800000);
    uVar2 = *(uint *)(this + 0x34);
    if (((uVar2 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar6 + 8) == uVar2 >> 0xc &&
        (this_00 = *(CBaseEntity **)(puVar6 + 4), this_00 != (CBaseEntity *)0x0)))) {
      iVar5 = CBaseEntity::GetTeamNumber(this_00);
      cVar3 = IsASurvivorTeam(iVar5);
      if ((cVar3 != '\0') && (*(uint *)(this_00 + 0x2ba0) < 8)) {
        pSVar1 = param_1 + *(uint *)(this_00 + 0x2ba0) * 0xc + 0x1ab10;
        lVar7 = (longdouble)CountdownTimer::Now();
        if ((float)lVar7 + 10.0 != *(float *)(pSVar1 + 8)) {
          (**(code **)(*(int *)pSVar1 + 4))(pSVar1,pSVar1 + 8);
          *(float *)(pSVar1 + 8) = (float)lVar7 + 10.0;
        }
        if (*(float *)(pSVar1 + 4) != 10.0) {
          (**(code **)(*(int *)pSVar1 + 4))(pSVar1,pSVar1 + 4);
          *(int *)(pSVar1 + 4) = 0x41200000;
        }
      }
    }
  }
  SurvivorUseObject::OnStartUse((SurvivorUseObject *)this,param_1);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)