L L4D2node

SurvivorLegsMoveOn::Wait

0x0095c260 · 184 bytes · __thiscall

_ZN18SurvivorLegsMoveOn4WaitEv

Decompiled

undefined (1 param)

/* SurvivorLegsMoveOn::Wait() */

void __thiscall SurvivorLegsMoveOn::Wait(SurvivorLegsMoveOn *this)

{
  float fVar1;
  float fVar2;
  char cVar3;
  longdouble lVar4;
  
  cVar3 = CTerrorGameRules::HasPlayerControlledZombies();
  if ((cVar3 == '\0') && (*(int *)(SurvivorBotAllowLeading._28_4_ + 0x30) == 0)) {
    lVar4 = (longdouble)RandomFloat(0x3f800000,0x40000000);
    fVar2 = (float)lVar4;
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar2 == *(float *)(this + 100)) {
      fVar1 = *(float *)(this + 0x60);
    }
    else {
      (**(code **)(*(int *)(this + 0x5c) + 4))(this + 0x5c,this + 100);
      fVar1 = *(float *)(this + 0x60);
      *(float *)(this + 100) = (float)lVar4 + fVar2;
    }
    if (fVar2 != fVar1) {
      (**(code **)(*(int *)(this + 0x5c) + 4))(this + 0x5c,this + 0x60);
      *(float *)(this + 0x60) = fVar2;
      return;
    }
  }
  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)