L L4D2node

SurvivorBot::L4D1_ScavengeNearbyItems

0x0093a850 · 372 bytes · __cdecl

_ZN11SurvivorBot24L4D1_ScavengeNearbyItemsEP6ActionIS_E

Decompiled

undefined (1 param)

/* SurvivorBot::L4D1_ScavengeNearbyItems(Action<SurvivorBot>*) */

Action * SurvivorBot::L4D1_ScavengeNearbyItems(Action *param_1)

{
  float fVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  CWeaponCSBase *this;
  SurvivorCollectObject *this_00;
  longdouble lVar5;
  SurvivorBot *in_stack_00000008;
  int in_stack_0000000c;
  undefined4 uVar6;
  
  iVar3 = (**(code **)(*(int *)in_stack_00000008 + 0x52c))();
  if ((((iVar3 != 0) &&
       (pCVar4 = (CBaseEntity *)FindScavengeItem(in_stack_00000008,1500.0),
       pCVar4 != (CBaseEntity *)0x0)) &&
      (iVar3 = CDirectorItemManager::GetNavAreaForScavengeItem
                         (*(CDirectorItemManager **)(TheDirector + 0x62c),pCVar4), iVar3 != 0)) &&
     (fVar1 = *(float *)(iVar3 + 0x154), lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(),
     fVar1 <= (float)lVar5 + 250.0)) {
    fVar1 = *(float *)(iVar3 + 0x154);
    uVar6 = 0;
    lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance();
    if (((float)lVar5 - 750.0 <= fVar1) &&
       ((this = (CWeaponCSBase *)(**(code **)(*(int *)pCVar4 + 0x188))(pCVar4,uVar6),
        this == (CWeaponCSBase *)0x0 ||
        (iVar3 = CWeaponCSBase::GetCSWpnData(this), *(int *)(iVar3 + 0x894) != 8)))) {
      this_00 = ::operator_new(0x68);
                    /* try { // try from 0093a969 to 0093a96d has its CatchHandler @ 0093a9c8 */
      SurvivorCollectObject::SurvivorCollectObject(this_00,pCVar4);
      cVar2 = (**(code **)(*(int *)this_00 + 0x164))(this_00);
      if (cVar2 == '\0') {
        *(undefined4 *)param_1 = 2;
        *(char **)(param_1 + 8) = "Scavenging something";
        *(undefined4 *)(in_stack_0000000c + 0x20) = 0;
        *(undefined4 *)(in_stack_0000000c + 0x24) = 0;
        *(undefined4 *)(in_stack_0000000c + 0x28) = 0;
        *(undefined4 *)(in_stack_0000000c + 0x2c) = 0;
        *(SurvivorCollectObject **)(param_1 + 4) = this_00;
        return param_1;
      }
      (**(code **)(*(int *)this_00 + 4))(this_00);
    }
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return param_1;
}

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)