SurvivorBot::LookAtRandomSpot
0x0093a1d0 · 978 bytes · __thiscall
_ZN11SurvivorBot16LookAtRandomSpotEv
Decompiled
undefined (1 param)
/* SurvivorBot::LookAtRandomSpot() */
void __thiscall SurvivorBot::LookAtRandomSpot(SurvivorBot *this)
{
code *pcVar1;
char cVar2;
int *piVar3;
int *piVar4;
float *pfVar5;
int iVar6;
SurvivorTeamSituation *this_00;
longdouble lVar7;
longdouble lVar8;
float fVar9;
float fVar10;
float fVar11;
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
lVar7 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x8b50) <= (float)lVar7) {
lVar7 = (longdouble)RandomFloat(0x40400000,0x40a00000);
fVar10 = (float)lVar7;
lVar7 = (longdouble)CountdownTimer::Now();
if ((float)lVar7 + fVar10 != *(float *)(this + 0x8b50)) {
(**(code **)(*(int *)(this + 0x8b48) + 4))(this + 0x8b48,this + 0x8b50);
*(float *)(this + 0x8b50) = (float)lVar7 + fVar10;
}
if (fVar10 != *(float *)(this + 0x8b4c)) {
(**(code **)(*(int *)(this + 0x8b48) + 4))(this + 0x8b48,this + 0x8b4c);
*(float *)(this + 0x8b4c) = fVar10;
}
piVar3 = (int *)(**(code **)(*(int *)this + 0x9a4))(this);
piVar4 = (int *)(**(code **)(*(int *)this + 0x9ac))(this);
lVar7 = (longdouble)RandomFloat(0,0x42c80000);
if ((float)lVar7 < 33.0) {
this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
iVar6 = SurvivorTeamSituation::GetRandomVisibleFriend(this_00);
if (iVar6 != 0) {
fVar10 = *(float *)(this + 0x8b50);
pcVar1 = *(code **)(*piVar3 + 0xc4);
lVar7 = (longdouble)CountdownTimer::Now();
(*pcVar1)(piVar3,iVar6,0,fVar10 - (float)lVar7,0,"Looking around at friend",1,0x3e800000);
return;
}
}
pfVar5 = (float *)(**(code **)(*piVar3 + 0xbc))(piVar3);
local_58 = *pfVar5;
local_54 = pfVar5[1];
local_50 = pfVar5[2];
local_44 = 0.0;
local_4c = local_58;
local_48 = local_54;
VectorNormalize((Vector *)&local_4c);
local_40 = -local_48;
local_38 = 0.0;
local_3c = local_4c;
VectorNormalize((Vector *)&local_40);
iVar6 = RandomInt(0,100);
fVar10 = 1.0;
if (iVar6 < 0x32) {
fVar10 = -1.0;
}
lVar7 = (longdouble)RandomFloat(0xbf000000,0x3f000000);
lVar8 = (longdouble)RandomFloat(0x3f000000,0x40000000);
fVar10 = (float)lVar8 * fVar10;
local_50 = (float)lVar7 + local_44 + local_38 * fVar10;
local_54 = local_3c * fVar10 + local_48;
local_58 = fVar10 * local_40 + local_4c;
VectorNormalize((Vector *)&local_58);
fVar9 = local_58 * 300.0;
fVar11 = local_54 * 300.0;
fVar10 = local_50 * 300.0;
(**(code **)(*(int *)this + 0x234))(&local_28,this);
local_34 = fVar9 + local_28;
local_30 = fVar11 + local_24;
local_2c = fVar10 + local_20;
cVar2 = (**(code **)(*piVar4 + 0xf4))(piVar4,&local_34);
if (cVar2 != '\0') {
fVar10 = *(float *)(this + 0x8b50);
pcVar1 = *(code **)(*piVar3 + 0xc0);
lVar7 = (longdouble)CountdownTimer::Now();
(*pcVar1)(piVar3,&local_34,0,fVar10 - (float)lVar7,0,"Looking around at random spot",1,
0x3e800000);
}
}
return;
}
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.