BehaviorBackUp<SurvivorBot>::Update
0x0092caf0 · 327 bytes · __thiscall
_ZN14BehaviorBackUpI11SurvivorBotE6UpdateEPS0_f
Decompiled
undefined (3 params)
/* BehaviorBackUp<SurvivorBot>::Update(SurvivorBot*, float) */
BehaviorBackUp<SurvivorBot> * __thiscall
BehaviorBackUp<SurvivorBot>::Update
(BehaviorBackUp<SurvivorBot> *this,SurvivorBot *param_1,float param_2)
{
float fVar1;
float fVar2;
float fVar3;
int *piVar4;
float *pfVar5;
longdouble lVar6;
float local_28;
float local_24;
float local_20;
lVar6 = (longdouble)CountdownTimer::Now();
if (*(float *)(param_1 + 0x3c) <= (float)lVar6) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x9a0))(param_2);
if (piVar4 != (int *)0x0) {
lVar6 = (longdouble)CountdownTimer::Now();
if ((float)lVar6 < *(float *)(param_1 + 0x48)) {
fVar1 = *(float *)(param_1 + 0x58);
fVar2 = *(float *)(param_1 + 0x5c);
fVar3 = *(float *)(param_1 + 0x60);
pfVar5 = (float *)(**(code **)(*(int *)((int)param_2 + 0x4028) + 0xd4))((int)param_2 + 0x4028)
;
local_24 = fVar2 * 100.0 + pfVar5[1];
local_28 = fVar1 * 100.0 + *pfVar5;
local_20 = fVar3 * 100.0 + pfVar5[2];
}
else {
local_28 = *(float *)(param_1 + 100);
local_24 = *(float *)(param_1 + 0x68);
local_20 = *(float *)(param_1 + 0x6c);
}
(**(code **)(*piVar4 + 0xb4))(piVar4,&local_28,0x3f800000);
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.