L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)