SurvivorBot::GetPace
0x00939ee0 · 718 bytes · __thiscall
_ZNK11SurvivorBot7GetPaceEv
Decompiled
undefined (1 param)
/* SurvivorBot::GetPace() const */
undefined4 __thiscall SurvivorBot::GetPace(SurvivorBot *this)
{
SurvivorBot *pSVar1;
uint uVar2;
CTerrorPlayer *pCVar3;
char cVar4;
undefined4 uVar5;
SurvivorTeamSituation *this_00;
int *piVar6;
int iVar7;
float *pfVar8;
float *pfVar9;
undefined *puVar10;
int *piVar11;
longdouble lVar12;
float fVar13;
undefined4 local_24;
undefined4 local_20;
if (*(int *)(NextBotPlayerWalk._28_4_ + 0x30) != 0) {
return 1;
}
pSVar1 = this + 0x4028;
this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a8))(this);
iVar7 = (**(code **)(*piVar6 + 0xb8))(piVar6,pSVar1);
if (iVar7 == 1) {
return 2;
}
cVar4 = CTerrorPlayer::IsStill((CTerrorPlayer *)this,1);
if (cVar4 == '\0') {
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a4))(this);
pfVar8 = (float *)(**(code **)(*piVar6 + 0xbc))(piVar6);
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a0))(this);
pfVar9 = (float *)(**(code **)(*piVar6 + 0x108))(piVar6);
local_20 = 1;
if (pfVar8[1] * pfVar9[1] + *pfVar8 * *pfVar9 + pfVar8[2] * pfVar9[2] < 0.0) goto LAB_00939f6f;
}
local_20 = 2;
LAB_00939f6f:
local_24 = 0;
uVar2 = *(uint *)(this_00 + 0x50);
if (((uVar2 != 0xffffffff) &&
(puVar10 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar10 + 8) == uVar2 >> 0xc)) {
local_24 = *(undefined4 *)(puVar10 + 4);
}
cVar4 = (**(code **)(*(int *)(this + 0x4028) + 0xe0))(pSVar1,local_24);
uVar5 = local_20;
if (cVar4 != '\0') {
fVar13 = 0.0;
if (0 < *(int *)(this + 0x1aa90)) {
piVar11 = *(int **)(this + 0x1aa84);
fVar13 = 0.0;
piVar6 = piVar11 + *(int *)(this + 0x1aa90);
do {
iVar7 = *piVar11;
piVar11 = piVar11 + 1;
fVar13 = fVar13 + (*(float *)(iVar7 + 0x14) - *(float *)(iVar7 + 8)) *
(*(float *)(iVar7 + 0x10) - *(float *)(iVar7 + 4));
} while (piVar11 != piVar6);
}
uVar5 = 1;
if (fVar13 < *(float *)(SurvivorBotThreatExposureWalk._28_4_ + 0x2c) ||
fVar13 == *(float *)(SurvivorBotThreatExposureWalk._28_4_ + 0x2c)) {
uVar5 = local_20;
}
}
local_20 = uVar5;
uVar2 = *(uint *)(this_00 + 0x54);
if (((uVar2 != 0xffffffff) &&
(puVar10 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar10 + 8) == uVar2 >> 0xc &&
((pCVar3 = *(CTerrorPlayer **)(puVar10 + 4), pCVar3 != (CTerrorPlayer *)0x0 &&
(cVar4 = (**(code **)(*(int *)(this + 0x4028) + 0xe0))(pSVar1,pCVar3), cVar4 == '\0')))))) {
lVar12 = (longdouble)SurvivorTeamSituation::GetDistanceToFriend(this_00,pCVar3);
fVar13 = (float)lVar12;
if (*(float *)(SurvivorBotSeparationDangerMinRange._28_4_ + 0x2c) <= fVar13 &&
fVar13 != *(float *)(SurvivorBotSeparationDangerMinRange._28_4_ + 0x2c)) {
return 2;
}
if (fVar13 < *(float *)(SurvivorBotSeparationRange._28_4_ + 0x2c)) {
cVar4 = (**(code **)(*(int *)pCVar3 + 0x5c8))(pCVar3);
if (cVar4 != '\0') {
if (*(float *)(pCVar3 + 0x2ecc) <= 0.0) {
fVar13 = 99999.9;
}
else {
lVar12 = (longdouble)IntervalTimer::Now();
fVar13 = (float)lVar12 - *(float *)(pCVar3 + 0x2ecc);
}
piVar6 = (int *)(**(code **)(*(int *)this + 0x9ac))(this);
lVar12 = (longdouble)(**(code **)(*piVar6 + 0xcc))(piVar6);
if ((float)lVar12 < fVar13) {
return 2;
}
}
uVar5 = 1;
if (pCVar3[0x2edc] == (CTerrorPlayer)0x0) {
uVar5 = local_20;
}
return uVar5;
}
}
return local_20;
}
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.