L L4D2node

SurvivorTeamSituation::OnEndIteration

0x00967e70 · 442 bytes · __cdecl

_ZN21SurvivorTeamSituation14OnEndIterationEb

Decompiled

undefined (1 param)

/* SurvivorTeamSituation::OnEndIteration(bool) */

void SurvivorTeamSituation::OnEndIteration(bool param_1)

{
  int *piVar1;
  CBaseEntity *this;
  CBaseEntity *this_00;
  uint *puVar2;
  uint uVar3;
  SurvivorTeamSituation *pSVar4;
  undefined *puVar5;
  undefined3 in_stack_00000005;
  
  uVar3 = *(uint *)(_param_1 + 0x54);
  if ((((uVar3 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar3 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) {
    uVar3 = *(uint *)(_param_1 + 0x5c);
    if (((uVar3 == 0xffffffff) ||
        (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar5 + 8) != uVar3 >> 0xc || (*(int *)(puVar5 + 4) == 0)))) {
      piVar1 = *(int **)(_param_1 + 4);
      if (piVar1 == (int *)0x0) {
        *(undefined4 *)(_param_1 + 0x50) = 0xffffffff;
        goto LAB_00967f28;
      }
      puVar2 = (uint *)(**(code **)(*piVar1 + 0xc))(piVar1);
      uVar3 = *puVar2;
    }
    *(uint *)(_param_1 + 0x50) = uVar3;
  }
  else {
    uVar3 = *(uint *)(_param_1 + 0x5c);
    if (((uVar3 == 0xffffffff) ||
        (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar5 + 8) != uVar3 >> 0xc || (*(int *)(puVar5 + 4) == 0)))) {
      *(undefined4 *)(_param_1 + 0x50) = *(undefined4 *)(_param_1 + 0x54);
    }
    else {
      pSVar4 = _param_1 + 0x5c;
      if (*(float *)(_param_1 + 0x60) <= *(float *)(_param_1 + 0x58)) {
        pSVar4 = _param_1 + 0x54;
      }
      *(undefined4 *)(_param_1 + 0x50) = *(undefined4 *)pSVar4;
    }
  }
LAB_00967f28:
  FindOrphan(_param_1);
  if ((((*(int *)(SurvivorBotDebugBuddy._28_4_ + 0x30) != 0) &&
       (uVar3 = *(uint *)(_param_1 + 0xd710), uVar3 != 0xffffffff)) &&
      (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar5 + 8) == uVar3 >> 0xc &&
      (this = *(CBaseEntity **)(puVar5 + 4), this != (CBaseEntity *)0x0)))) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this);
    }
    this_00 = *(CBaseEntity **)(_param_1 + 4);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    NDebugOverlay::HorzArrow
              ((Vector *)(this_00 + 0x2e0),(Vector *)(this + 0x2e0),5.0,0xff,0xff,0,0xff,true,0.2);
    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)