L L4D2node

SurvivorIntention::ShouldHurry

0x00949fb0 · 296 bytes · __thiscall

_ZNK17SurvivorIntention11ShouldHurryEPK8INextBot

Decompiled

undefined (2 params)

/* SurvivorIntention::ShouldHurry(INextBot const*) const */

int __thiscall SurvivorIntention::ShouldHurry(SurvivorIntention *this,INextBot *param_1)

{
  char cVar1;
  SurvivorBot *this_00;
  SurvivorTeamSituation *this_01;
  int iVar2;
  int *piVar3;
  int iVar4;
  
  cVar1 = CDirector::IsFinale(TheDirector);
  if (cVar1 == '\0') {
    iVar2 = *(int *)(TheDirector + 0x1c0);
  }
  else {
    cVar1 = CDirector::IsFinaleVehicleReady(TheDirector);
    if (cVar1 != '\0') {
      return 1;
    }
    iVar2 = *(int *)(TheDirector + 0x1c0);
  }
  if (((iVar2 < 1) && (*(int *)(*(int *)(TheDirector + 0x638) + 0x128) == 4)) &&
     (cVar1 = CDirectorChallengeMode::ShouldHurry(*(CDirectorChallengeMode **)(TheDirector + 0x648))
     , cVar1 == '\0')) {
    this_00 = (SurvivorBot *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
    this_01 = (SurvivorTeamSituation *)SurvivorBot::GetTeamSituation(this_00);
    cVar1 = SurvivorTeamSituation::IsAnyTeammateNearCheckpoint(this_01);
    if ((cVar1 == '\0') &&
       (cVar1 = CTerrorPlayer::IsBeingHeroic((CTerrorPlayer *)this_00), cVar1 == '\0')) {
      iVar2 = (**(code **)(*(int *)this + 8))(this);
      while( true ) {
        if (iVar2 == 0) {
          return 2;
        }
        piVar3 = (int *)__dynamic_cast(iVar2,&INextBotEventResponder::typeinfo,
                                       &IContextualQuery::typeinfo,0xfffffffe);
        if ((piVar3 != (int *)0x0) &&
           (iVar4 = (**(code **)(*piVar3 + 0xc))(piVar3,param_1), iVar4 != 2)) break;
        iVar2 = (**(code **)(*(int *)this + 0xc))(this,iVar2);
      }
      return iVar4;
    }
  }
  return 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)