L L4D2node

SurvivorBot::ScavengeNearbyItems

0x00940940 · 1073 bytes · __cdecl

_ZN11SurvivorBot19ScavengeNearbyItemsEP6ActionIS_E

Decompiled

undefined (1 param)

/* SurvivorBot::ScavengeNearbyItems(Action<SurvivorBot>*) */

Action * SurvivorBot::ScavengeNearbyItems(Action *param_1)

{
  float fVar1;
  uint uVar2;
  CBaseEntity *this;
  char cVar3;
  int iVar4;
  SurvivorTeamSituation *this_00;
  CBaseEntity *this_01;
  int iVar5;
  SurvivorCollectObject *this_02;
  undefined *puVar6;
  CWeaponCSBase *this_03;
  CTerrorPlayer *pCVar7;
  longdouble lVar8;
  SurvivorBot *in_stack_00000008;
  int in_stack_0000000c;
  undefined4 uVar9;
  AlwaysTruePlayerRelationshipFilter local_1d [13];
  
  cVar3 = IsAvailable(in_stack_00000008);
  if ((cVar3 != '\0') &&
     (((iVar4 = (**(code **)(*(int *)in_stack_00000008 + 0x52c))(), iVar4 != 0 &&
       ((*(byte *)(iVar4 + 0x12d) & 8) != 0)) ||
      (lVar8 = (longdouble)
               CTerrorPlayer::GetTimeSinceAttackedByEnemy((CTerrorPlayer *)in_stack_00000008),
      2.0 <= (float)lVar8)))) {
    this_00 = (SurvivorTeamSituation *)GetTeamSituation(in_stack_00000008);
    cVar3 = SurvivorTeamSituation::IsAnyTeammateNearCheckpoint(this_00);
    if (((cVar3 == '\0') && (iVar4 = (**(code **)(*(int *)in_stack_00000008 + 0x52c))(), iVar4 != 0)
        ) && ((cVar3 = CDirector::IsFinale(TheDirector), cVar3 == '\0' ||
              (cVar3 = CDirector::IsFinaleVehicleReady(TheDirector), cVar3 == '\0')))) {
      lVar8 = (longdouble)CountdownTimer::Now();
      if ((*(float *)(in_stack_00000008 + 0x1ab78) <= (float)lVar8) ||
         ((*(byte *)(iVar4 + 0x12d) & 8) != 0)) {
        lVar8 = (longdouble)RandomFloat(0x3f000000,0x3f800000);
        fVar1 = (float)lVar8;
        lVar8 = (longdouble)CountdownTimer::Now();
        if ((float)lVar8 + fVar1 != *(float *)(in_stack_00000008 + 0x1ab78)) {
          (**(code **)(*(int *)(in_stack_00000008 + 0x1ab70) + 4))
                    (in_stack_00000008 + 0x1ab70,in_stack_00000008 + 0x1ab78);
          *(float *)(in_stack_00000008 + 0x1ab78) = (float)lVar8 + fVar1;
        }
        if (fVar1 != *(float *)(in_stack_00000008 + 0x1ab74)) {
          (**(code **)(*(int *)(in_stack_00000008 + 0x1ab70) + 4))
                    (in_stack_00000008 + 0x1ab70,in_stack_00000008 + 0x1ab74);
          *(float *)(in_stack_00000008 + 0x1ab74) = fVar1;
        }
        this_01 = (CBaseEntity *)FindScavengeItem(in_stack_00000008,420.0);
        if ((this_01 != (CBaseEntity *)0x0) &&
           (iVar5 = CDirectorItemManager::GetNavAreaForScavengeItem
                              (*(CDirectorItemManager **)(TheDirector + 0x62c),this_01), iVar5 != 0)
           ) {
          if ((*(byte *)(iVar4 + 0x12d) & 8) == 0) {
            fVar1 = *(float *)(iVar5 + 0x154);
            lVar8 = (longdouble)CTerrorPlayer::GetFlowDistance();
            if ((float)lVar8 + 250.0 < fVar1) goto LAB_0094095b;
            fVar1 = *(float *)(iVar5 + 0x154);
            uVar9 = 0;
            lVar8 = (longdouble)CTerrorPlayer::GetFlowDistance();
            if (fVar1 < (float)lVar8 - 750.0) goto LAB_0094095b;
            uVar2 = *(uint *)(this_00 + 0x50);
            if ((((uVar2 != 0xffffffff) &&
                 (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc
                 )) && (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) &&
               (this = *(CBaseEntity **)(puVar6 + 4), this != (CBaseEntity *)0x0)) {
              fVar1 = *(float *)(SurvivorBotMaxScavengeSeparation._28_4_ + 0x2c);
              if (((byte)this[0x14d] & 8) != 0) {
                CBaseEntity::CalcAbsolutePosition(this);
              }
              if (((byte)this_01[0x14d] & 8) != 0) {
                CBaseEntity::CalcAbsolutePosition(this_01);
              }
              if (fVar1 * fVar1 <
                  (*(float *)(this_01 + 0x2e4) - *(float *)(this + 0x2e4)) *
                  (*(float *)(this_01 + 0x2e4) - *(float *)(this + 0x2e4)) +
                  (*(float *)(this_01 + 0x2e0) - *(float *)(this + 0x2e0)) *
                  (*(float *)(this_01 + 0x2e0) - *(float *)(this + 0x2e0)) +
                  (*(float *)(this_01 + 0x2e8) - *(float *)(this + 0x2e8)) *
                  (*(float *)(this_01 + 0x2e8) - *(float *)(this + 0x2e8))) goto LAB_0094095b;
            }
            this_03 = (CWeaponCSBase *)(**(code **)(*(int *)this_01 + 0x188))(this_01,uVar9);
            if (((this_03 != (CWeaponCSBase *)0x0) &&
                (iVar4 = CWeaponCSBase::GetCSWpnData(this_03), *(int *)(iVar4 + 0x894) == 8)) &&
               ((pCVar7 = CDirectorTacticalServices::
                          GetSurvivorAbleToReachEntityFirst<AlwaysTruePlayerRelationshipFilter>
                                    (*(CDirectorTacticalServices **)(TheDirector + 0x628),this_01,
                                     local_1d,(float *)0x0), pCVar7 == (CTerrorPlayer *)0x0 ||
                (cVar3 = (**(code **)(*(int *)(in_stack_00000008 + 0x4028) + 0xe0))
                                   (in_stack_00000008 + 0x4028,pCVar7), cVar3 == '\0'))))
            goto LAB_0094095b;
          }
          this_02 = ::operator_new(0x68);
                    /* try { // try from 00940ae2 to 00940ae6 has its CatchHandler @ 00940d84 */
          SurvivorCollectObject::SurvivorCollectObject(this_02,this_01);
          cVar3 = (**(code **)(*(int *)this_02 + 0x164))(this_02);
          if (cVar3 == '\0') {
            *(undefined4 *)param_1 = 2;
            *(SurvivorCollectObject **)(param_1 + 4) = this_02;
            *(char **)(param_1 + 8) = "Scavenging something";
            *(undefined4 *)(in_stack_0000000c + 0x20) = 0;
            *(undefined4 *)(in_stack_0000000c + 0x24) = 0;
            *(undefined4 *)(in_stack_0000000c + 0x28) = 0;
            *(undefined4 *)(in_stack_0000000c + 0x2c) = 0;
            return param_1;
          }
          (**(code **)(*(int *)this_02 + 4))(this_02);
        }
      }
    }
  }
LAB_0094095b:
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return param_1;
}

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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