L L4D2node

SurvivorTakePills::Update

0x00934710 · 225 bytes · __thiscall

_ZN17SurvivorTakePills6UpdateEP11SurvivorBotf

Decompiled

undefined (3 params)

/* SurvivorTakePills::Update(SurvivorBot*, float) */

SurvivorTakePills * __thiscall
SurvivorTakePills::Update(SurvivorTakePills *this,SurvivorBot *param_1,float param_2)

{
  int iVar1;
  int iVar2;
  longdouble lVar3;
  
  iVar1 = (**(code **)(*(int *)param_2 + 0x484))(param_2,4);
  if (iVar1 == 0) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "I don\'t have any pills or adrenaline";
    return this;
  }
  lVar3 = (longdouble)CountdownTimer::Now();
  if (*(float *)(param_1 + 0x3c) <= (float)lVar3) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Done waiting";
    return this;
  }
  iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_2);
  if (iVar1 == iVar2) {
    (**(code **)(*(int *)param_2 + 0x938))(param_2,0xbf800000);
  }
  else {
    (**(code **)(*(int *)param_2 + 0x474))(param_2,iVar1,0);
  }
  *(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)