SurvivorIntention::Update
0x0094d550 · 916 bytes · __thiscall
_ZN17SurvivorIntention6UpdateEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* SurvivorIntention::Update() */
void __thiscall SurvivorIntention::Update(SurvivorIntention *this)
{
uint *puVar1;
SurvivorBot *pSVar2;
float fVar3;
char cVar4;
int iVar5;
int iVar6;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_40;
undefined4 local_3c;
int local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
local_4c = 0;
local_48 = 0;
if (_towlower == 0) {
local_38 = 0;
}
else {
(**(code **)(_towlower + 0x50))
(_towlower,&local_4c,0,0,0,0,
"/data/src/game/server/terror/survivorbot/survivorintention.cpp",0x499,
&Update()::tm_fmt,"(%s)%s","NextBotExpensive","SurvivorIntention::Update");
local_38 = _towlower;
}
iVar6 = _DAT_0105db00;
local_40 = local_4c;
local_3c = local_48;
if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
/* try { // try from 0094d602 to 0094d606 has its CatchHandler @ 0094d91f */
iVar5 = ThreadGetCurrentId();
if (iVar6 == iVar5) {
if ((char *)*_DAT_0105d15c != "SurvivorIntention::Update") {
/* try { // try from 0094d8c0 to 0094d8e3 has its CatchHandler @ 0094d91f */
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xd0a37d,(char *)0x0,0xca957e);
}
puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
*puVar1 = *puVar1 | 4;
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
}
iVar6 = _DAT_0105db00;
if (*(int *)(bot_mimic._28_4_ + 0x30) == 0) {
pSVar2 = *(SurvivorBot **)(this + 0x1c);
if (pSVar2 != (SurvivorBot *)0x0) {
fVar3 = *(float *)(this + 0x18);
if ((fVar3 != 0.0) && (*(Behavior **)(pSVar2 + 8) != (Behavior *)0x0)) {
/* try { // try from 0094d655 to 0094d757 has its CatchHandler @ 0094d8fe */
Action<SurvivorBot>::InvokeUpdate((SurvivorBot *)&local_34,*(Behavior **)(pSVar2 + 8),fVar3)
;
iVar6 = Action<SurvivorBot>::ApplyResult
(*(undefined4 *)(pSVar2 + 8),fVar3,pSVar2,local_34,local_30,local_2c);
*(int *)(pSVar2 + 8) = iVar6;
if (iVar6 != 0) {
cVar4 = INextBot::IsDebugging((INextBot *)((int)fVar3 + 0x4028),1);
if (cVar4 != '\0') {
Behavior<SurvivorBot>::Update(pSVar2,fVar3);
}
}
}
}
pSVar2 = *(SurvivorBot **)(this + *(int *)(this + 0x60) * 4 + 0x20);
if ((pSVar2 != (SurvivorBot *)0x0) && (*(int *)(SurvivorBotHoldPosition._28_4_ + 0x30) == 0)) {
fVar3 = *(float *)(this + 0x18);
if ((fVar3 != 0.0) && (*(Behavior **)(pSVar2 + 8) != (Behavior *)0x0)) {
Action<SurvivorBot>::InvokeUpdate((SurvivorBot *)&local_28,*(Behavior **)(pSVar2 + 8),fVar3)
;
iVar6 = Action<SurvivorBot>::ApplyResult
(*(undefined4 *)(pSVar2 + 8),fVar3,pSVar2,local_28,local_24,local_20);
*(int *)(pSVar2 + 8) = iVar6;
if (iVar6 != 0) {
cVar4 = INextBot::IsDebugging((INextBot *)((int)fVar3 + 0x4028),1);
if (cVar4 != '\0') {
/* try { // try from 0094d8f4 to 0094d8f8 has its CatchHandler @ 0094d8fe */
Behavior<SurvivorBot>::Update(pSVar2,fVar3);
}
}
}
}
UpdateThreats(this);
iVar6 = _DAT_0105db00;
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar5 = ThreadGetCurrentId();
if (iVar6 == iVar5) {
cVar4 = CVProfNode::ExitScope();
if (cVar4 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_38 != 0) {
(**(code **)(local_38 + 0x54))(local_38,local_40,local_3c,0,0,0);
}
}
else {
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar5 = ThreadGetCurrentId();
if (iVar6 == iVar5) {
cVar4 = CVProfNode::ExitScope();
if (cVar4 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_38 != 0) {
(**(code **)(local_38 + 0x54))(local_38,local_40,local_3c,0,0,0);
return;
}
}
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.