CTerrorPlayer::PreThink
0x009d7e00 · 1075 bytes · __thiscall
_ZN13CTerrorPlayer8PreThinkEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::PreThink() */
void __thiscall CTerrorPlayer::PreThink(CTerrorPlayer *this)
{
float fVar1;
code *pcVar2;
char cVar3;
int iVar4;
int *piVar5;
longdouble lVar6;
undefined4 local_6c;
undefined4 local_68;
float local_64;
Vector local_60 [32];
float local_40;
float local_34;
char local_2a;
char local_29;
UpdateZombieClassState(this);
CCSPlayer::PreThink((CCSPlayer *)this);
iVar4 = (**(code **)(*(int *)this + 0x52c))();
if ((iVar4 != 0) && (*(int *)(ZombieShowLastArea._28_4_ + 0x30) != 0)) {
cVar3 = (**(code **)(*(int *)this + 300))();
if (cVar3 != '\0') {
iVar4 = (**(code **)(*(int *)this + 0x52c))();
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::Line((Vector *)(this + 0x2e0),(Vector *)(iVar4 + 0x2c),0,0xff,0,true,0.1);
}
}
piVar5 = (int *)&stack0xffffff64;
if (*(int *)(SurvivorDebugInCombat._28_4_ + 0x30) != 0) {
cVar3 = IsInCombat(this,false);
piVar5 = (int *)&stack0xffffff64;
if (cVar3 != '\0') {
(**(code **)(*(int *)this + 0x234))();
piVar5 = (int *)&stack0xffffff60;
NDebugOverlay::Circle(local_60,10.0,0xff,0,0,0xff,true,0.1);
}
}
iVar4 = *(int *)this;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 0x778);
piVar5[-1] = 0x9d7e58;
cVar3 = (*pcVar2)();
if (cVar3 != '\0') goto LAB_009d7ea0;
if (*(float *)(this + 0x3fd8) <= 0.0) {
LAB_009d7f20:
piVar5[-1] = 0x9d7f25;
cVar3 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar3 != '\0') goto LAB_009d7ea0;
*piVar5 = TheDirector;
piVar5[-1] = 0x9d7f3a;
cVar3 = CDirector::IsFinaleEscapeInProgress((CDirector *)*piVar5);
if (cVar3 != '\0') goto LAB_009d7ea0;
*piVar5 = TheDirector;
piVar5[-1] = 0x9d7f4f;
cVar3 = CDirector::IsFinaleWon((CDirector *)*piVar5);
if (cVar3 != '\0') goto LAB_009d7ea0;
*piVar5 = (int)this;
piVar5[-1] = 0x9d7f5f;
cVar3 = IsAwayFromKeyboard((CTerrorPlayer *)*piVar5);
if (cVar3 == '\0') goto LAB_009d7ea0;
*piVar5 = (int)this;
piVar5[-1] = 0x9d7f6f;
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)*piVar5);
if (iVar4 != 2) goto LAB_009d7ea0;
iVar4 = *(int *)this;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 300);
piVar5[-1] = 0x9d7f83;
cVar3 = (*pcVar2)();
if (cVar3 == '\0') goto LAB_009d7ea0;
if (-1 < *(int *)(DirectorAFKTimeout._28_4_ + 0x30)) {
*piVar5 = TheDirector;
piVar5[-1] = 0x9d7fa4;
cVar3 = CDirector::NoSurvivorBots((CDirector *)*piVar5);
if (cVar3 != '\0') goto LAB_009d7ea0;
piVar5[1] = 1;
*piVar5 = 2;
piVar5[-1] = 0x9d7fc0;
iVar4 = UTIL_HumansOnTeam(*piVar5,SUB41(piVar5[1],0));
if (iVar4 < 2) goto LAB_009d7ea0;
}
iVar4 = *(int *)this;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 0xb8);
piVar5[-1] = 0x9d7fd4;
iVar4 = (*pcVar2)();
piVar5[5] = 0;
piVar5[4] = 0;
piVar5[3] = 0;
piVar5[2] = iVar4;
piVar5[1] = (int)"#L4D_idle_spectator";
*piVar5 = 3;
piVar5[-1] = 0x9d8004;
UTIL_ClientPrintAll(*piVar5,(char *)piVar5[1],(char *)piVar5[2],(char *)piVar5[3],
(char *)piVar5[4],(char *)piVar5[5]);
}
else {
*piVar5 = (int)(this + 0x3fd0);
piVar5[-1] = 0x9d7e7a;
lVar6 = (longdouble)CountdownTimer::Now();
if ((float)lVar6 < *(float *)(this + 0x3fd8)) goto LAB_009d7f20;
}
*piVar5 = (int)this;
piVar5[-1] = 0x9d7e97;
GoAwayFromKeyboard((CTerrorPlayer *)*piVar5);
LAB_009d7ea0:
iVar4 = *(int *)this;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 300);
piVar5[-1] = 0x9d7eab;
cVar3 = (*pcVar2)();
if (((cVar3 != '\0') && (this[0x186] == (CTerrorPlayer)0x9)) &&
((*(uint *)(this + 0x1cb0) & 0x801) != 0)) {
iVar4 = *(int *)this;
piVar5[1] = 0;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 0x7a0);
piVar5[-1] = 0x9d8143;
iVar4 = (*pcVar2)();
if (((byte)this[0x14d] & 8) == 0) {
local_6c = *(undefined4 *)(this + 0x2e0);
local_68 = *(undefined4 *)(this + 0x2e4);
local_64 = *(float *)(this + 0x2e8) - 100.0;
}
else {
*piVar5 = (int)this;
piVar5[-1] = 0x9d8210;
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)*piVar5);
local_6c = *(undefined4 *)(this + 0x2e0);
local_68 = *(undefined4 *)(this + 0x2e4);
local_64 = *(float *)(this + 0x2e8) - 100.0;
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
*piVar5 = (int)this;
piVar5[-1] = 0x9d8257;
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)*piVar5);
}
}
piVar5[3] = iVar4;
piVar5[4] = (int)local_60;
piVar5[2] = (int)&local_6c;
piVar5[1] = (int)(this + 0x2e0);
*piVar5 = (int)this;
piVar5[-1] = 0x9d81a5;
UTIL_TraceEntity((CBaseEntity *)*piVar5,(Vector *)piVar5[1],(Vector *)piVar5[2],piVar5[3],
(CGameTrace *)piVar5[4]);
if ((((local_34 < 1.0) || (local_2a != '\0')) || (local_29 != '\0')) && (0.7 < local_40)) {
piVar5[2] = 0;
piVar5[1] = 2;
*piVar5 = (int)this;
piVar5[-1] = 0x9d81ed;
CBaseEntity::SetMoveType();
*(uint *)(this + 0x1cb0) = *(uint *)(this + 0x1cb0) & 0xfffff7fe;
*piVar5 = (int)this;
piVar5[-1] = 0x9d81ff;
UpdateWeaponEquipage((CTerrorPlayer *)*piVar5);
}
}
fVar1 = *(float *)(this + 0x3fbc);
if ((0.0 < fVar1) && (fVar1 < *(float *)(gpGlobals + 0xc) || fVar1 == *(float *)(gpGlobals + 0xc))
) {
*piVar5 = (int)this;
piVar5[-1] = 0x9d7ee8;
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)*piVar5);
*piVar5 = iVar4;
piVar5[-1] = 0x9d7ef0;
cVar3 = IsASurvivorTeam(iVar4);
if (cVar3 == '\0') {
piVar5[1] = 4;
*piVar5 = (int)this;
piVar5[-1] = 0x9d7f08;
CBaseEntity::AddEffects((CBaseEntity *)*piVar5,piVar5[1]);
}
else {
iVar4 = *(int *)this;
piVar5[1] = 0;
*piVar5 = (int)this;
pcVar2 = *(code **)(iVar4 + 0x5f8);
piVar5[-1] = 0x9d8113;
(*pcVar2)();
}
*(undefined4 *)(this + 0x3fbc) = 0;
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.