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 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.