SurvivorBot::EnforceProximityToHumans
0x0093f3d0 · 1320 bytes · __thiscall
_ZN11SurvivorBot24EnforceProximityToHumansEv
Decompiled
undefined (1 param)
/* SurvivorBot::EnforceProximityToHumans() */
void __thiscall SurvivorBot::EnforceProximityToHumans(SurvivorBot *this)
{
float fVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
int *piVar5;
CBasePlayer *this_00;
undefined *puVar6;
CBaseEntity *this_01;
int iVar7;
uint uVar8;
longdouble lVar9;
Vector *local_44;
float local_3c;
float local_38;
undefined4 local_34;
float local_30;
float local_2c;
undefined4 local_28;
int local_24;
undefined4 local_20;
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar3 == 4) {
return;
}
cVar2 = CTerrorPlayer::IsAbleToMove((CTerrorPlayer *)this);
if (cVar2 == '\0') {
(**(code **)(*(int *)(this + 0x4028) + 0x10c))(this + 0x4028);
return;
}
cVar2 = CDirectorScriptedEventManager::AreAllSurvivorsInBattlefield
(*(CDirectorScriptedEventManager **)(TheDirector + 0x638));
if (cVar2 != '\0') {
return;
}
cVar2 = CDirector::AreAllSurvivorsInFinaleArea();
if (cVar2 != '\0') {
return;
}
cVar2 = CTerrorGameRules::IsSurvivalMode();
if (cVar2 != '\0') {
return;
}
lVar9 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy((CTerrorPlayer *)this);
if ((float)lVar9 < 1.5) {
return;
}
cVar2 = (**(code **)(*(int *)(this + 0x4028) + 0x104))(this + 0x4028);
if (cVar2 == '\0') {
return;
}
lVar9 = (longdouble)(**(code **)(*(int *)(this + 0x4028) + 0x108))(this + 0x4028);
if ((float)lVar9 < 5.0) {
return;
}
cVar2 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar2 != '\0') {
return;
}
if ((*(char *)(*(int *)(TheDirector + 0x638) + 0x140) != '\0') &&
(cVar2 = CDirector::IsFinaleVehicleReady(TheDirector), cVar2 != '\0')) {
return;
}
iVar3 = GetTeamSituation(this);
uVar8 = *(uint *)(iVar3 + 0x30);
if (uVar8 == 0xffffffff) {
return;
}
puVar6 = g_pEntityList + (uVar8 & 0xfff) * 0x10;
if (puVar6 == (undefined *)0xfffffffc) {
return;
}
if (*(uint *)(puVar6 + 8) != uVar8 >> 0xc) {
return;
}
if (*(int *)(puVar6 + 4) == 0) {
return;
}
if (*(float *)(iVar3 + 0x34) < *(float *)(SurvivorBotEnforceProximityRange._28_4_ + 0x2c) ||
*(float *)(iVar3 + 0x34) == *(float *)(SurvivorBotEnforceProximityRange._28_4_ + 0x2c)) {
if (*(float *)(this + 0x1abb0) == -1.0) {
return;
}
IntervalTimer::NetworkVar_m_timestamp::NetworkStateChanged(this + 0x1abb0);
*(undefined4 *)(this + 0x1abb0) = 0xbf800000;
return;
}
if ((*(float *)(this + 0x1abb0) <= 0.0) ||
(fVar1 = *(float *)(SurvivorBotEnforceProximityLookatTimeout._28_4_ + 0x2c),
lVar9 = (longdouble)IntervalTimer::Now(), (float)lVar9 - *(float *)(this + 0x1abb0) < fVar1)) {
local_30 = 0.0;
local_2c = 0.0;
local_28 = 0;
local_24 = 0;
local_20 = 0;
/* try { // try from 0093f7c4 to 0093f853 has its CatchHandler @ 0093f903 */
ForEachSurvivor<SurvivorCollector>((SurvivorCollector *)&local_30);
iVar7 = 0;
if (0 < local_24) {
do {
local_44 = (Vector *)&local_30;
piVar5 = *(int **)((int)local_30 + iVar7 * 4);
cVar2 = (**(code **)(*piVar5 + 0x778))(piVar5);
if ((cVar2 == '\0') &&
(piVar5 = *(int **)((int)local_30 + iVar7 * 4),
cVar2 = (**(code **)(*piVar5 + 0x424))(piVar5,this), cVar2 != '\0')) {
if (*(float *)(this + 0x1abb0) <= 0.0) {
/* try { // try from 0093f8b2 to 0093f8e3 has its CatchHandler @ 0093f903 */
lVar9 = (longdouble)IntervalTimer::Now();
if ((float)lVar9 != *(float *)(this + 0x1abb0)) {
(**(code **)(*(int *)(this + 0x1abac) + 4))(this + 0x1abac,this + 0x1abb0);
*(float *)(this + 0x1abb0) = (float)lVar9;
}
}
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::~CUtlVector
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)local_44);
return;
}
iVar7 = iVar7 + 1;
} while (iVar7 < local_24);
}
local_44 = (Vector *)&local_30;
if (*(float *)(this + 0x1abb0) != -1.0) {
IntervalTimer::NetworkVar_m_timestamp::NetworkStateChanged(this + 0x1abb0);
*(undefined4 *)(this + 0x1abb0) = 0xbf800000;
}
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::~CUtlVector
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)local_44);
}
local_44 = (Vector *)&local_30;
uVar4 = (**(code **)(*(int *)this + 0x9b8))(this);
DevMsg("%3.2f: SurvivorBot %s was too far away and was forcibly relocated\n",
(double)*(float *)(gpGlobals + 0xc),uVar4);
this_00 = (CBasePlayer *)0x0;
uVar8 = *(uint *)(iVar3 + 0x30);
if (((uVar8 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar8 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar8 >> 0xc)) {
this_00 = *(CBasePlayer **)(puVar6 + 4);
}
this_01 = (CBaseEntity *)0x0;
CBasePlayer::EyeVectors(this_00,(Vector *)&local_3c,(Vector *)0x0,(Vector *)0x0);
local_34 = 0;
uVar8 = *(uint *)(iVar3 + 0x30);
if (((uVar8 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar8 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar8 >> 0xc)) {
this_01 = *(CBaseEntity **)(puVar6 + 4);
}
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
uVar8 = *(uint *)(iVar3 + 0x30);
}
local_30 = *(float *)(this_01 + 0x2e0) - local_3c * 10.0;
local_2c = *(float *)(this_01 + 0x2e4) - local_38 * 10.0;
local_28 = *(undefined4 *)(this_01 + 0x2e8);
if ((uVar8 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar8 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) {
iVar3 = 0;
if (DAT_000039f1 == '\0') goto LAB_0093f70f;
}
else {
if (*(uint *)(puVar6 + 8) == uVar8 >> 0xc) {
iVar3 = *(int *)(puVar6 + 4);
}
else {
iVar3 = 0;
}
if ((&DAT_000039f1)[iVar3] == '\0') goto LAB_0093f70f;
if (*(uint *)(puVar6 + 8) == uVar8 >> 0xc) {
iVar3 = *(int *)(puVar6 + 4);
}
else {
iVar3 = 0;
}
}
local_30 = *(float *)(iVar3 + 0x3a14);
local_2c = *(float *)(iVar3 + 0x3a18);
local_28 = *(undefined4 *)(iVar3 + 0x3a1c);
LAB_0093f70f:
CBaseEntity::AddEffects((CBaseEntity *)this,8);
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_44);
piVar5 = (int *)(**(code **)(*(int *)this + 0x9a8))(this);
(**(code **)(*piVar5 + 0xa4))(piVar5);
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.