SurvivorBot::LookAround
0x0093da80 · 937 bytes · __thiscall
_ZN11SurvivorBot10LookAroundEv
Decompiled
undefined (1 param)
/* SurvivorBot::LookAround() */
void __thiscall SurvivorBot::LookAround(SurvivorBot *this)
{
float fVar1;
float fVar2;
float fVar3;
code *pcVar4;
char cVar5;
TerrorNavArea *this_00;
int *piVar6;
float *pfVar7;
int *piVar8;
int iVar9;
int iVar10;
longdouble lVar11;
longdouble lVar12;
float fVar13;
int aiStackY_94 [2];
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
cVar5 = IsAvailable(this);
if ((cVar5 != '\0') &&
(cVar5 = CTerrorPlayer::IsInCombat((CTerrorPlayer *)this,false), cVar5 == '\0')) {
this_00 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))();
if (this_00 != (TerrorNavArea *)0x0) {
if (*(int *)(this + 0x1aa90) == 0) goto LAB_0093dadc;
lVar12 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x8b50) <= (float)lVar12) {
iVar9 = 0;
if (0 < *(int *)(this + 0x1aa90)) {
do {
cVar5 = TerrorNavArea::IsPotentiallyVisible
(this_00,*(TerrorNavArea **)(*(int *)(this + 0x1aa84) + iVar9 * 4),
false);
iVar10 = iVar9;
if (cVar5 == '\0') {
iVar10 = iVar9 + -1;
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FastRemove
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)
(this + 0x1aa84),iVar9);
}
iVar9 = iVar10 + 1;
} while (iVar9 < *(int *)(this + 0x1aa90));
}
lVar12 = (longdouble)CountdownTimer::Now();
if ((float)lVar12 + 1.0 != *(float *)(this + 0x8b50)) {
(**(code **)(*(int *)(this + 0x8b48) + 4))();
*(float *)(this + 0x8b50) = (float)lVar12 + 1.0;
}
if (*(float *)(this + 0x8b4c) != 1.0) {
(**(code **)(*(int *)(this + 0x8b48) + 4))();
*(undefined4 *)(this + 0x8b4c) = 0x3f800000;
}
}
}
if (*(int *)(this + 0x1aa90) == 0) {
LAB_0093dadc:
LookAtRandomSpot(this);
return;
}
iVar9 = *(int *)(*(int *)(this + 0x1aa84) + -4 + *(int *)(this + 0x1aa90) * 4);
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a4))();
lVar12 = (longdouble)(**(code **)(*piVar6 + 0x120))();
fVar13 = SQRT((*(float *)(iVar9 + 0x14) - *(float *)(iVar9 + 8)) *
(*(float *)(iVar9 + 0x10) - *(float *)(iVar9 + 4))) * 0.005;
if (fVar13 <= 0.0) {
fVar13 = 0.0;
}
if (1.0 <= fVar13) {
fVar13 = 1.0;
}
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a4))();
(**(code **)(*piVar6 + 0xc0))();
piVar6 = (int *)(**(code **)(*(int *)this + 0x9a4))();
pfVar7 = (float *)(**(code **)(*piVar6 + 0xbc))();
if (0 < *(int *)(this + 0x1aa90)) {
iVar9 = 0;
piVar6 = (int *)&stack0xffffff74;
do {
iVar10 = *(int *)(*(int *)(this + 0x1aa84) + iVar9 * 4);
fVar1 = *(float *)(iVar10 + 0x2c);
fVar2 = *(float *)(iVar10 + 0x30);
fVar3 = *(float *)(iVar10 + 0x34);
iVar10 = *(int *)this;
*piVar6 = (int)&local_28;
piVar6[1] = (int)this;
pcVar4 = *(code **)(iVar10 + 0x234);
piVar6[-1] = 0x93dce2;
(*pcVar4)();
local_30 = fVar2 - local_24;
piVar6[-1] = (int)&local_34;
local_34 = fVar1 - local_28;
local_2c = ((float)lVar12 * 0.75 - local_20) + fVar3;
piVar6[-2] = 0x93dd22;
lVar11 = (longdouble)VectorNormalize((Vector *)piVar6[-1]);
if (100.0 <= (float)lVar11) {
if (0.8 < local_30 * pfVar7[1] + local_34 * *pfVar7 + local_2c * pfVar7[2]) {
iVar10 = *(int *)this;
piVar6[-1] = (int)this;
pcVar4 = *(code **)(iVar10 + 0x9a4);
piVar6[-2] = 0x93dd63;
piVar8 = (int *)(*pcVar4)();
iVar10 = *piVar8;
piVar6[-1] = (int)piVar8;
pcVar4 = *(code **)(iVar10 + 0xd0);
piVar6[-2] = 0x93dd6e;
lVar11 = (longdouble)(*pcVar4)();
if (fVar13 < (float)lVar11) goto LAB_0093dd3b;
}
}
else {
LAB_0093dd3b:
*piVar6 = iVar9;
iVar9 = iVar9 + -1;
piVar6[-1] = (int)(this + 0x1aa84);
piVar6[-2] = 0x93dd4d;
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FastRemove
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)piVar6[-1],*piVar6
);
}
iVar9 = iVar9 + 1;
piVar6 = piVar6 + -1;
} while (iVar9 < *(int *)(this + 0x1aa90));
}
}
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.