L L4D2node

RecognizedActor::RecognizedActor

0x0094a760 · 410 bytes · __thiscall

_ZN15RecognizedActorC2EP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* RecognizedActor::RecognizedActor(CBaseCombatCharacter*) */

void __thiscall
RecognizedActor::RecognizedActor(RecognizedActor *this,CBaseCombatCharacter *param_1)

{
  float fVar1;
  float fVar2;
  uint uVar3;
  uint *puVar4;
  float *pfVar5;
  undefined4 uVar6;
  undefined *puVar7;
  int *piVar8;
  longdouble lVar9;
  float local_28;
  float local_24;
  float local_20;
  
  piVar8 = (int *)0x0;
  *(undefined4 *)this = 0xffffffff;
  *(undefined ***)(this + 0x14) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x18) = 0xbf800000;
  *(undefined ***)(this + 0x1c) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x20) = 0xbf800000;
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  if (param_1 != (CBaseCombatCharacter *)0x0) {
    puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    uVar3 = *puVar4;
    *(uint *)this = uVar3;
    if (((uVar3 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) {
      piVar8 = *(int **)(puVar7 + 4);
    }
  }
  (**(code **)(*piVar8 + 0x234))(&local_28,piVar8);
  uVar3 = *(uint *)this;
  piVar8 = (int *)0x0;
  if (((uVar3 != 0xffffffff) &&
      (puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) {
    piVar8 = *(int **)(puVar7 + 4);
  }
  pfVar5 = (float *)(**(code **)(*piVar8 + 0x288))(piVar8);
  fVar1 = pfVar5[1];
  fVar2 = pfVar5[2];
  *(float *)(this + 4) = (local_28 + *pfVar5) * 0.5;
  *(float *)(this + 8) = (local_24 + fVar1) * 0.5;
  *(float *)(this + 0xc) = (local_20 + fVar2) * 0.5;
  uVar6 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
  this[0x28] = (RecognizedActor)0x0;
  *(undefined4 *)(this + 0x10) = uVar6;
  if (*(float *)(this + 0x18) != -1.0) {
    (**(code **)(*(int *)(this + 0x14) + 4))(this + 0x14,this + 0x18);
    *(undefined4 *)(this + 0x18) = 0xbf800000;
  }
  lVar9 = (longdouble)IntervalTimer::Now();
  if ((float)lVar9 != *(float *)(this + 0x20)) {
    (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
    *(float *)(this + 0x20) = (float)lVar9;
  }
  return;
}

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)