SurvivorAmbushBoomer::ShouldGiveUp
0x0092aaa0 · 243 bytes · __cdecl
_ZNK20SurvivorAmbushBoomer12ShouldGiveUpEP11SurvivorBot
Decompiled
undefined (1 param)
/* SurvivorAmbushBoomer::ShouldGiveUp(SurvivorBot*) const */
SurvivorBot SurvivorAmbushBoomer::ShouldGiveUp(SurvivorBot *param_1)
{
uint uVar1;
CBaseEntity *this;
SurvivorBot SVar2;
int iVar3;
undefined *puVar4;
longdouble extraout_ST0;
SVar2 = param_1[0x68];
if (SVar2 == (SurvivorBot)0x0) {
uVar1 = *(uint *)(param_1 + 0x34);
SVar2 = (SurvivorBot)0x1;
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(this = *(CBaseEntity **)(puVar4 + 4), this != (CBaseEntity *)0x0)) {
if ((*(int *)(this + 0x338c) < *(int *)(this + 0x337c) + -1) ||
((((iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 != 3 ||
(iVar3 = (**(code **)(*(int *)this + 0x544))(this), iVar3 != 2)) &&
((iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 != 3 ||
(iVar3 = (**(code **)(*(int *)this + 0x544))(this), iVar3 != 1)))) &&
((iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 != 3 ||
(iVar3 = (**(code **)(*(int *)this + 0x544))(this), iVar3 != 3)))))) {
CountdownTimer::Now();
return (SurvivorBot)((float)extraout_ST0 < *(float *)(this + 0x32dc));
}
SVar2 = (SurvivorBot)0x1;
}
}
return SVar2;
}
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.