L L4D2node

SurvivorBot::IsPathInFire

0x00938a60 · 392 bytes · __thiscall

_ZNK11SurvivorBot12IsPathInFireERK4PathP6Vector

Decompiled

undefined (3 params)

/* SurvivorBot::IsPathInFire(Path const&, Vector*) const */

undefined4 __thiscall SurvivorBot::IsPathInFire(SurvivorBot *this,Path *param_1,Vector *param_2)

{
  int iVar1;
  int iVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  int local_40 [12];
  
  if ((IsPathInFire(Path_const&,Vector*)::infernoStr == '\0') &&
     (iVar1 = __cxa_guard_acquire(&IsPathInFire(Path_const&,Vector*)::infernoStr), iVar1 != 0)) {
    DAT_01011c7c = 0;
    IsPathInFire(Path_const&,Vector*)::infernoStr = 0;
    DAT_01011c78 = "inferno";
    __cxa_guard_release(&IsPathInFire(Path_const&,Vector*)::infernoStr);
    __cxa_atexit(CGameString::~CGameString,&IsPathInFire(Path_const&,Vector*)::infernoStr,
                 &__dso_handle);
  }
  iVar5 = 0;
  iVar1 = 0;
  do {
    if (((IsPathInFire(Path_const&,Vector*)::infernoStr == 0) ||
        (iVar2 = IsPathInFire(Path_const&,Vector*)::infernoStr,
        DAT_01011c7c != CGameString::gm_iSerialNumber)) && (iVar2 = 0, DAT_01011c78 != (char *)0x0))
    {
      AllocPooledString((char *)local_40);
      IsPathInFire(Path_const&,Vector*)::infernoStr = local_40[0];
      DAT_01011c7c = CGameString::gm_iSerialNumber;
      iVar2 = local_40[0];
    }
    iVar1 = CGlobalEntityList::FindEntityByClassnameFast((CGlobalEntityList *)gEntList,iVar1,iVar2);
    if (iVar1 == 0) break;
    iVar5 = iVar5 + 1;
    local_40[iVar5] = iVar1;
  } while (iVar5 != 8);
  iVar1 = (**(code **)(*(int *)param_1 + 0x54))(param_1);
  iVar2 = (**(code **)(*(int *)param_1 + 0x58))(param_1,iVar1);
  do {
    if (iVar2 == 0) {
      return 0;
    }
    if (iVar5 != 0) {
      iVar4 = 0;
      do {
        uVar3 = CInferno::IsTouching
                          ((CInferno *)local_40[iVar4 + 1],(Vector *)(iVar1 + 8),
                           (Vector *)(iVar2 + 8),param_2);
        if ((char)uVar3 != '\0') {
          return uVar3;
        }
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar5);
    }
    iVar4 = (**(code **)(*(int *)param_1 + 0x58))(param_1,iVar2);
    iVar1 = iVar2;
    iVar2 = iVar4;
  } while( true );
}

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)