L L4D2node

CTerrorPlayer::ElectHeroicSurvivorBot

0x009b46f0 · 239 bytes · __thiscall

_ZN13CTerrorPlayer22ElectHeroicSurvivorBotEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::ElectHeroicSurvivorBot() */

int __thiscall CTerrorPlayer::ElectHeroicSurvivorBot(CTerrorPlayer *this)

{
  int iVar1;
  int iVar2;
  char cVar3;
  longdouble lVar4;
  CTerrorPlayer *local_1c;
  int local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  cVar3 = (**(code **)(*(int *)this + 0x778))(this);
  if (cVar3 != '\0') {
    local_1c = (CTerrorPlayer *)((uint)local_1c & 0xffffff00);
    ForEachSurvivor<AnyHumansInTroubleScan>((AnyHumansInTroubleScan *)&local_1c);
    if (local_1c._0_1_ != (AnyHumansInTroubleScan)0x0) {
      return 0;
    }
  }
  local_1c = this;
  local_18 = 0;
  local_14 = 0x4a45c100;
  local_10 = 0x4a45c100;
  ForEachSurvivor<AvailableHeroScan>((AvailableHeroScan *)&local_1c);
  iVar2 = local_18;
  if (local_18 != 0) {
    iVar1 = local_18 + 0x2ea0;
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 20.0 != *(float *)(iVar2 + 0x2ea8)) {
      (**(code **)(*(int *)(iVar2 + 0x2ea0) + 4))(iVar1,iVar2 + 0x2ea8);
      *(float *)(iVar2 + 0x2ea8) = (float)lVar4 + 20.0;
    }
    if (*(float *)(iVar2 + 0x2ea4) != 20.0) {
      (**(code **)(*(int *)(iVar2 + 0x2ea0) + 4))(iVar1,iVar2 + 0x2ea4);
      *(undefined4 *)(iVar2 + 0x2ea4) = 0x41a00000;
    }
  }
  return local_18;
}

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)