L L4D2node

SurvivorBot::ModifyOrAppendCriteria

0x0093bfd0 · 860 bytes · __thiscall

_ZN11SurvivorBot22ModifyOrAppendCriteriaER14AI_CriteriaSet

Decompiled

undefined (2 params)

/* SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet&) */

void __thiscall SurvivorBot::ModifyOrAppendCriteria(SurvivorBot *this,AI_CriteriaSet *param_1)

{
  uint uVar1;
  char cVar2;
  SurvivorTeamSituation *this_00;
  char *pcVar3;
  CBaseEntity *pCVar4;
  undefined *puVar5;
  char *pcVar6;
  int in_GS_OFFSET;
  longdouble lVar7;
  CFmtStrN<256> local_238 [5];
  char local_233 [263];
  CFmtStrN<256> local_12c [5];
  char local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar6 = "1";
  cVar2 = IsAvailable(this);
  pcVar3 = "1";
  if (cVar2 == '\0') {
    pcVar3 = "0";
  }
  AI_CriteriaSet::AppendCriteria(param_1,"BotIsAvailable",pcVar3,1.0);
  cVar2 = IsNearCheckpoint(this);
  pcVar3 = "1";
  if (cVar2 == '\0') {
    pcVar3 = "0";
  }
  AI_CriteriaSet::AppendCriteria(param_1,"BotIsNearCheckpoint",pcVar3,1.0);
  if (this[0x1aaa1] == (SurvivorBot)0x0) {
    pcVar6 = "0";
  }
  AI_CriteriaSet::AppendCriteria(param_1,"BotIsInNarrowCorridor",pcVar6,1.0);
  this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
  pCVar4 = (CBaseEntity *)0x0;
  uVar1 = *(uint *)(this_00 + 0x50);
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  pcVar3 = (char *)DescribeSubject(pCVar4);
  AI_CriteriaSet::AppendCriteria(param_1,"BotTeamLeader",pcVar3,1.0);
  uVar1 = *(uint *)(this_00 + 0x28);
  pCVar4 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  pcVar3 = (char *)DescribeSubject(pCVar4);
  AI_CriteriaSet::AppendCriteria(param_1,"BotClosestFriend",pcVar3,1.0);
  uVar1 = *(uint *)(this_00 + 0x30);
  pCVar4 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  pcVar3 = (char *)DescribeSubject(pCVar4);
  AI_CriteriaSet::AppendCriteria(param_1,"BotClosestHumanFriend",pcVar3,1.0);
  uVar1 = *(uint *)(this_00 + 0x38);
  pCVar4 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  pcVar3 = (char *)DescribeSubject(pCVar4);
  AI_CriteriaSet::AppendCriteria(param_1,"BotClosestInCombatFriend",pcVar3,1.0);
  uVar1 = *(uint *)(this_00 + 0x40);
  if (((uVar1 == 0xffffffff) ||
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
    pCVar4 = (CBaseEntity *)0x0;
  }
  else {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  pcVar3 = (char *)DescribeSubject(pCVar4);
  AI_CriteriaSet::AppendCriteria(param_1,"BotClosestVisibleFriend",pcVar3,1.0);
  lVar7 = (longdouble)SurvivorTeamSituation::GetTimeSinceAnyFriendVisible(this_00);
  CFmtStrN<256>::CFmtStrN(local_238,"%f",(double)(float)lVar7);
  AI_CriteriaSet::AppendCriteria(param_1,"BotTimeSinceAnyFriendVisible",local_233,1.0);
  CFmtStrN<256>::CFmtStrN(local_12c,"%d",*(undefined4 *)(this_00 + 0xd6fc));
  AI_CriteriaSet::AppendCriteria(param_1,"BotNearbyVisibleFriendCount",local_127,1.0);
  CTerrorPlayer::ModifyOrAppendCriteria((CTerrorPlayer *)this,param_1);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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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