SurvivorBot::TryLeaveCheckpoint
0x0093a9e0 · 292 bytes · __thiscall
_ZN11SurvivorBot18TryLeaveCheckpointEP6ActionIS_E
Decompiled
undefined (2 params)
/* SurvivorBot::TryLeaveCheckpoint(Action<SurvivorBot>*) */
SurvivorBot * __thiscall SurvivorBot::TryLeaveCheckpoint(SurvivorBot *this,Action *param_1)
{
uint uVar1;
char cVar2;
SurvivorTeamSituation *this_00;
int iVar3;
undefined *puVar4;
int *piVar5;
int iVar6;
this_00 = (SurvivorTeamSituation *)GetTeamSituation((SurvivorBot *)param_1);
cVar2 = CDirector::IsAllBotSurvivorTeam();
if ((cVar2 != '\0') &&
(cVar2 = SurvivorTeamSituation::IsSurvivingTeamAllBots(this_00), cVar2 != '\0')) {
iVar6 = 0;
if (0 < *(int *)(this_00 + 0xc4)) {
do {
uVar1 = *(uint *)(this_00 + iVar6 * 4 + 0x88);
piVar5 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
cVar2 = (**(code **)(*piVar5 + 0x5a8))(piVar5);
if (cVar2 != '\0') {
uVar1 = *(uint *)(this_00 + iVar6 * 4 + 0x88);
iVar3 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
iVar3 = *(int *)(puVar4 + 4);
}
if (*(char *)((int)&__DT_REL[0x1194].r_offset + iVar3 + 2) == '\0') goto LAB_0093aa07;
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this_00 + 0xc4));
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Everyone is ready - moving out!";
return this;
}
LAB_0093aa07:
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.