SurvivorIntention::OnSound
0x0094c600 · 665 bytes · __thiscall
_ZN17SurvivorIntention7OnSoundEP11CBaseEntityRK6VectorP9KeyValues
Decompiled
undefined (4 params)
/* SurvivorIntention::OnSound(CBaseEntity*, Vector const&, KeyValues*) */
void __thiscall
SurvivorIntention::OnSound
(SurvivorIntention *this,CBaseEntity *param_1,Vector *param_2,KeyValues *param_3)
{
uint uVar1;
char cVar2;
CBaseEntity *this_00;
int *piVar3;
int iVar4;
int iVar5;
undefined4 *puVar6;
undefined *puVar7;
int iVar8;
longdouble lVar9;
float fVar10;
undefined4 local_24;
float local_20;
this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
if ((((this_00 != (CBaseEntity *)0x0) &&
(cVar2 = CTerrorGameRules::HasPlayerControlledZombies(), cVar2 == '\0')) &&
(iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 == 3)) &&
(cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00), cVar2 == '\0')) {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
cVar2 = (**(code **)(*piVar3 + 0x114))
(piVar3,param_1,*(undefined4 *)(SurvivorBotFarHearingRange._28_4_ + 0x2c));
if (cVar2 != '\0') {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
cVar2 = (**(code **)(*piVar3 + 0x114))
(piVar3,param_1,*(undefined4 *)(SurvivorBotNearHearingRange._28_4_ + 0x2c));
fVar10 = 100.0;
if (cVar2 == '\0') {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
lVar9 = (longdouble)(**(code **)(*piVar3 + 0x124))(piVar3,this_00);
fVar10 = (((float)lVar9 - *(float *)(SurvivorBotNearHearingRange._28_4_ + 0x2c)) /
(*(float *)(SurvivorBotNearHearingRange._28_4_ + 0x2c) -
*(float *)(SurvivorBotFarHearingRange._28_4_ + 0x2c)) + 1.0) * 100.0;
}
lVar9 = (longdouble)RandomFloat(0,0x42c80000);
if ((float)lVar9 < fVar10) {
if (0 < *(int *)(this + 0x84)) {
iVar4 = 0;
do {
uVar1 = *(uint *)(*(int *)(this + 0x78) + iVar4 * 8);
if (((uVar1 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)
) && ((*(uint *)(puVar7 + 8) == uVar1 >> 0xc && (*(int *)(puVar7 + 4) != 0)))) {
iVar8 = *(int *)(*(int *)(puVar7 + 4) + 0x30);
if (iVar8 == 0) {
iVar8 = 0;
}
else {
iVar8 = iVar8 - *(int *)(gpGlobals + 0x58) >> 4;
}
if (*(int *)(this_00 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (iVar8 == iVar5) goto LAB_0094c62a;
}
iVar4 = iVar4 + 1;
} while (iVar4 != *(int *)(this + 0x84));
}
local_24 = 0xffffffff;
puVar6 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
local_24 = *puVar6;
fVar10 = *(float *)(gpGlobals + 0xc);
lVar9 = (longdouble)RandomFloat(0x3e99999a,0x3f800000);
local_20 = (float)lVar9 + fVar10;
CUtlVector<SurvivorIntention::AudibleThreat,CUtlMemory<SurvivorIntention::AudibleThreat,int>>
::InsertBefore((CUtlVector<SurvivorIntention::AudibleThreat,CUtlMemory<SurvivorIntention::AudibleThreat,int>>
*)(this + 0x78),*(int *)(this + 0x84),(AudibleThreat *)&local_24);
}
}
}
LAB_0094c62a:
for (piVar3 = (int *)(**(code **)(*(int *)this + 8))(this); piVar3 != (int *)0x0;
piVar3 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar3)) {
(**(code **)(*piVar3 + 0x5c))(piVar3,param_1,param_2,param_3);
}
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.