L L4D2node

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 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)