BehaviorBackUp<SurvivorBot>::OnStart
0x0092cc50 · 605 bytes · __thiscall
_ZN14BehaviorBackUpI11SurvivorBotE7OnStartEPS0_P6ActionIS0_E
Decompiled
undefined (3 params)
/* BehaviorBackUp<SurvivorBot>::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
BehaviorBackUp<SurvivorBot> * __thiscall
BehaviorBackUp<SurvivorBot>::OnStart
(BehaviorBackUp<SurvivorBot> *this,SurvivorBot *param_1,Action *param_2)
{
char cVar1;
int *piVar2;
float *pfVar3;
longdouble lVar4;
float fVar5;
float fVar6;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9a0))(param_2);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x114))(piVar2);
if (cVar1 != '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
}
lVar4 = (longdouble)RandomFloat(0x3e99999a,0x3f000000);
fVar6 = (float)lVar4;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar6 != *(float *)(param_1 + 0x48)) {
(**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x48);
*(float *)(param_1 + 0x48) = (float)lVar4 + fVar6;
}
if (fVar6 != *(float *)(param_1 + 0x44)) {
(**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x44);
*(float *)(param_1 + 0x44) = fVar6;
}
fVar5 = fVar6 * 1.5;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar5 != *(float *)(param_1 + 0x54)) {
(**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x54);
*(float *)(param_1 + 0x54) = (float)lVar4 + fVar5;
}
if (fVar5 != *(float *)(param_1 + 0x50)) {
(**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x50);
*(float *)(param_1 + 0x50) = fVar5;
}
fVar6 = fVar6 * 2.5;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar6 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar4 + fVar6;
}
if (fVar6 != *(float *)(param_1 + 0x38)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(float *)(param_1 + 0x38) = fVar6;
}
pfVar3 = (float *)(**(code **)(*(int *)(param_2 + 0x4028) + 0xd4))(param_2 + 0x4028);
fVar6 = pfVar3[2];
fVar5 = *pfVar3;
*(float *)(param_1 + 0x5c) = pfVar3[1] - *(float *)(param_1 + 0x68);
*(float *)(param_1 + 0x60) = fVar6 - *(float *)(param_1 + 0x6c);
*(float *)(param_1 + 0x58) = fVar5 - *(float *)(param_1 + 100);
VectorNormalize((Vector *)(param_1 + 0x58));
*(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.