SurvivorLegsMoveToVantagePoint::Update
0x00961930 · 360 bytes · __thiscall
_ZN30SurvivorLegsMoveToVantagePoint6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorLegsMoveToVantagePoint::Update(SurvivorBot*, float) */
SurvivorLegsMoveToVantagePoint * __thiscall
SurvivorLegsMoveToVantagePoint::Update
(SurvivorLegsMoveToVantagePoint *this,SurvivorBot *param_1,float param_2)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined *puVar4;
undefined4 uVar5;
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((piVar3 = *(int **)(puVar4 + 4), piVar3 == (int *)0x0 ||
(cVar2 = (**(code **)(*piVar3 + 300))(piVar3), cVar2 == '\0')))) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Subject is dead or gone";
return this;
}
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9ac))(param_2);
uVar1 = *(uint *)(param_1 + 0x34);
uVar5 = 0;
if ((uVar1 != 0xffffffff) &&
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) {
uVar5 = *(undefined4 *)(puVar4 + 4);
}
cVar2 = (**(code **)(*piVar3 + 0xd0))(piVar3,uVar5,1,0);
if (cVar2 == '\0') {
cVar2 = UpdatePath((SurvivorLegsMoveToVantagePoint *)param_1,(SurvivorBot *)param_2);
if (cVar2 != '\0') {
PathFollower::Update((PathFollower *)(param_1 + 0x38),(INextBot *)((int)param_2 + 0x4028));
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "I can\'t reach any vantage point";
return this;
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Our subject is visible from here";
return this;
}
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.