SurvivorUseObject::ShouldGiveUp
0x00936410 · 512 bytes · __thiscall
_ZNK17SurvivorUseObject12ShouldGiveUpEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorUseObject::ShouldGiveUp(SurvivorBot*) const */
undefined4 __thiscall SurvivorUseObject::ShouldGiveUp(SurvivorUseObject *this,SurvivorBot *param_1)
{
INextBot *pIVar1;
float fVar2;
uint uVar3;
CBaseCombatCharacter *pCVar4;
char cVar5;
int iVar6;
undefined4 uVar7;
INextBot *this_00;
CBaseEntity *pCVar8;
undefined *puVar9;
undefined4 uVar10;
int in_GS_OFFSET;
longdouble lVar11;
INextBot local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar6 = (**(code **)(*(int *)param_1 + 0x9a8))(param_1);
if (*(int *)(iVar6 + 0x70) < 1) {
LAB_0093646c:
pIVar1 = (INextBot *)(this + 0x50);
this_00 = pIVar1;
lVar11 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x58) <= (float)lVar11) {
lVar11 = (longdouble)RandomFloat(0x3f800000,0x40000000);
fVar2 = (float)lVar11;
lVar11 = (longdouble)CountdownTimer::Now();
if ((float)lVar11 + fVar2 != *(float *)(this + 0x58)) {
(**(code **)(*(int *)(this + 0x50) + 4))(pIVar1,this + 0x58);
*(float *)(this + 0x58) = (float)lVar11 + fVar2;
}
if (fVar2 != *(float *)(this + 0x54)) {
(**(code **)(*(int *)(this + 0x50) + 4))(pIVar1,this + 0x54);
*(float *)(this + 0x54) = fVar2;
}
uVar3 = *(uint *)(this + 0x34);
pCVar8 = (CBaseEntity *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar3 >> 0xc)) {
pCVar8 = *(CBaseEntity **)(puVar9 + 4);
}
this_00 = (INextBot *)param_1;
cVar5 = SurvivorBot::IsReachable(param_1,pCVar8);
if (cVar5 == '\0') {
this_00 = (INextBot *)(param_1 + 0x4028);
uVar10 = INextBot::IsDebugging(this_00,0x101);
if ((char)uVar10 != '\0') {
uVar7 = (**(code **)(*(int *)param_1 + 0xb8))(param_1);
local_24 = (INextBot)0xff;
local_23 = 0xff;
local_22 = 0;
local_21 = 0xff;
this_00 = &local_24;
ConColorMsg(this_00,"%3.2f: %s giving up, object is UNREACHABLE\n",
(double)*(float *)(gpGlobals + 0xc),uVar7);
goto LAB_00936487;
}
goto LAB_009365de;
}
}
uVar10 = 0;
}
else {
uVar3 = **(uint **)(iVar6 + 100);
if ((((uVar3 == 0xffffffff) ||
(puVar9 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar9 + 8) != uVar3 >> 0xc)) ||
(pCVar4 = *(CBaseCombatCharacter **)(puVar9 + 4), pCVar4 == (CBaseCombatCharacter *)0x0))
goto LAB_0093646c;
this_00 = (INextBot *)(**(code **)(*(int *)param_1 + 0x9a8))(param_1);
cVar5 = SurvivorIntention::IsImmediatelyDangerousTo
((SurvivorIntention *)this_00,(CTerrorPlayer *)param_1,pCVar4);
if (cVar5 == '\0') goto LAB_0093646c;
LAB_009365de:
uVar10 = 1;
}
LAB_00936487:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar10;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail(this_00);
}
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.