SurvivorCollectObject::ShouldGiveUp
0x0092a850 · 576 bytes · __thiscall
_ZNK21SurvivorCollectObject12ShouldGiveUpEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorCollectObject::ShouldGiveUp(SurvivorBot*) const */
bool __thiscall
SurvivorCollectObject::ShouldGiveUp(SurvivorCollectObject *this,SurvivorBot *param_1)
{
uint uVar1;
code *pcVar2;
undefined1 uVar3;
int iVar4;
int *piVar5;
undefined4 *puVar6;
undefined4 uVar7;
int iVar8;
undefined *puVar9;
longdouble lVar10;
iVar4 = SurvivorBot::GetTeamSituation(param_1);
uVar1 = *(uint *)(iVar4 + 0xd700);
if (((((uVar1 == 0xffffffff) ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar9 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar9 + 4) == 0)) &&
((((uVar1 = *(uint *)(iVar4 + 0xd704), uVar1 == 0xffffffff ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar9 + 8) != uVar1 >> 0xc || (*(int *)(puVar9 + 4) == 0)))) &&
((((uVar1 = *(uint *)(iVar4 + 0xd708), uVar1 == 0xffffffff ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar9 + 8) != uVar1 >> 0xc || (*(int *)(puVar9 + 4) == 0)))) &&
((((uVar1 = *(uint *)(iVar4 + 8), uVar1 == 0xffffffff ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar9 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar9 + 4) == 0)))))))) {
if ((*(int *)(TheDirector + 0x1c0) < 1) &&
(lVar10 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy((CTerrorPlayer *)param_1),
2.0 <= (float)lVar10)) {
uVar3 = SurvivorUseObject::ShouldGiveUp((SurvivorUseObject *)this,param_1);
return (bool)uVar3;
}
uVar1 = *(uint *)(this + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar9 + 8) == uVar1 >> 0xc &&
((((*(int *)(puVar9 + 4) != 0 &&
(piVar5 = (int *)__dynamic_cast(*(int *)(puVar9 + 4),&CBaseEntity::typeinfo,
&CWeaponSpawn::typeinfo,0), piVar5 != (int *)0x0)) &&
(iVar4 = (**(code **)(*piVar5 + 0x3cc))(piVar5), iVar4 == 0x36)) &&
(piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1),
piVar5 != (int *)0x0)))))) {
puVar6 = (undefined4 *)GetAmmoDef();
pcVar2 = *(code **)*puVar6;
uVar7 = (**(code **)(*piVar5 + 0x55c))(piVar5);
iVar4 = (*pcVar2)(puVar6,uVar7,param_1);
iVar8 = (**(code **)(*piVar5 + 0x55c))(piVar5);
iVar8 = CBaseCombatCharacter::GetAmmoCount((CBaseCombatCharacter *)param_1,iVar8);
return (float)iVar4 * 0.4 <= (float)iVar8;
}
}
return true;
}
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.