L L4D2node

SurvivorReviveFriend::Update

0x00935260 · 377 bytes · __thiscall

_ZN20SurvivorReviveFriend6UpdateEP11SurvivorBotf

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  int *piVar2;
  code *pcVar3;
  char cVar4;
  int *piVar5;
  float *pfVar6;
  undefined4 uVar7;
  undefined *puVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  
  piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
  uVar1 = *(uint *)(param_1 + 0x34);
  if ((((uVar1 != 0xffffffff) &&
       (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar8 + 4), piVar2 != (int *)0x0)) {
    cVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1,param_2);
    if (cVar4 != '\0') {
      pcVar3 = *(code **)(*piVar5 + 0xc0);
      uVar7 = (**(code **)(*piVar2 + 0x288))(piVar2);
      (*pcVar3)(piVar5,uVar7,3,0x3dcccccd,0,"Looking at friend we are rescuing",1,0x3e800000);
    }
    pfVar6 = (float *)(**(code **)(*(int *)param_1 + 0x160))(param_1,param_2,piVar2);
    if ((*(byte *)((int)param_2 + 0x14d) & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
    }
    fVar9 = *(float *)((int)param_2 + 0x2e0) - *pfVar6;
    fVar11 = *(float *)((int)param_2 + 0x2e4) - pfVar6[1];
    fVar10 = *(float *)((int)param_2 + 0x2e8) - pfVar6[2];
    if (fVar9 * fVar9 + fVar11 * fVar11 + fVar10 * fVar10 < 22500.0) {
      (**(code **)(*(int *)param_2 + 0x988))(param_2,0xbf800000);
    }
  }
  SurvivorUseObject::Update((SurvivorUseObject *)this,param_1,param_2);
  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)