L4D1SurvivorLegsBattleStations::FindBattleStation
0x0094e980 · 585 bytes · __thiscall
_ZN30L4D1SurvivorLegsBattleStations17FindBattleStationEP11SurvivorBotP13TerrorNavArea
Decompiled
undefined (3 params)
/* L4D1SurvivorLegsBattleStations::FindBattleStation(SurvivorBot*, TerrorNavArea*) */
TerrorNavArea * __thiscall
L4D1SurvivorLegsBattleStations::FindBattleStation
(L4D1SurvivorLegsBattleStations *this,SurvivorBot *param_1,TerrorNavArea *param_2)
{
L4D1SurvivorLegsBattleStations *pLVar1;
float fVar2;
CNavArea *pCVar3;
Vector *pVVar4;
int iVar5;
longdouble lVar6;
int local_30 [8];
pCVar3 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
if (pCVar3 != (CNavArea *)0x0) {
pLVar1 = this + 0x4830;
lVar6 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x4838) <= (float)lVar6) {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 0094e9ff to 0094ebc9 has its CatchHandler @ 0094ebd5 */
pVVar4 = (Vector *)(**(code **)(*(int *)(param_1 + 0x4028) + 0xd4))(param_1 + 0x4028);
SearchSurroundingAreas<FindL4D1BattlestationScan>
(pCVar3,pVVar4,(FindL4D1BattlestationScan *)local_30,-1.0,0,-1);
if (0 < local_30[3]) {
iVar5 = RandomInt(0,local_30[3] + -1);
param_2 = *(TerrorNavArea **)(local_30[0] + iVar5 * 4);
}
if (param_2 == (TerrorNavArea *)0x0) {
lVar6 = (longdouble)RandomFloat(0x3f000000,0x40000000);
fVar2 = (float)lVar6;
lVar6 = (longdouble)CountdownTimer::Now();
if ((float)lVar6 + fVar2 != *(float *)(this + 0x4838)) {
(**(code **)(*(int *)(this + 0x4830) + 4))(pLVar1,this + 0x4838);
*(float *)(this + 0x4838) = (float)lVar6 + fVar2;
}
if (fVar2 != *(float *)(this + 0x4834)) {
(**(code **)(*(int *)(this + 0x4830) + 4))(pLVar1,this + 0x4834);
*(float *)(this + 0x4834) = fVar2;
}
}
else {
lVar6 = (longdouble)RandomFloat(0x41200000,0x41700000);
fVar2 = (float)lVar6;
lVar6 = (longdouble)CountdownTimer::Now();
if ((float)lVar6 + fVar2 != *(float *)(this + 0x4838)) {
(**(code **)(*(int *)(this + 0x4830) + 4))(pLVar1,this + 0x4838);
*(float *)(this + 0x4838) = (float)lVar6 + fVar2;
}
if (fVar2 != *(float *)(this + 0x4834)) {
(**(code **)(*(int *)(this + 0x4830) + 4))(pLVar1,this + 0x4834);
*(float *)(this + 0x4834) = fVar2;
}
}
local_30[3] = 0;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)local_30);
}
}
return param_2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.