L L4D2node

InfectedBackOff::OnStart

0x00a2eaa0 · 747 bytes · __thiscall

_ZN15InfectedBackOff7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* InfectedBackOff::OnStart(Infected*, Action<Infected>*) */

InfectedBackOff * __thiscall
InfectedBackOff::OnStart(InfectedBackOff *this,Infected *param_1,Action *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  Action AVar4;
  CBaseEntity *this_00;
  char cVar5;
  int *piVar6;
  longdouble lVar7;
  float fVar8;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  undefined1 local_28 [24];
  
  piVar6 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
  if ((piVar6 == (int *)0x0) || (cVar5 = (**(code **)(*piVar6 + 0x114))(piVar6), cVar5 == '\0')) {
    this_00 = *(CBaseEntity **)(param_1 + 0x4c);
    if (((byte)this_00[0x14d] & 8) == 0) {
      AVar4 = param_2[0x14d];
    }
    else {
      CBaseEntity::CalcAbsolutePosition(this_00);
      AVar4 = param_2[0x14d];
    }
    if (((byte)AVar4 & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
    }
    fVar8 = *(float *)(param_2 + 0x2e8);
    fVar1 = *(float *)(param_2 + 0x2e0);
    fVar2 = *(float *)(this_00 + 0x2e8);
    fVar3 = *(float *)(this_00 + 0x2e0);
    *(float *)(param_1 + 0x54) = *(float *)(param_2 + 0x2e4) - *(float *)(this_00 + 0x2e4);
    *(float *)(param_1 + 0x58) = fVar8 - fVar2;
    *(float *)(param_1 + 0x50) = fVar1 - fVar3;
    VectorNormalize((Vector *)(param_1 + 0x50));
    (**(code **)(*(int *)param_2 + 0x24c))(param_2,&local_40,&local_34,local_28);
    fVar8 = *(float *)(param_1 + 0x54) * local_3c + *(float *)(param_1 + 0x50) * local_40 +
            *(float *)(param_1 + 0x58) * local_38;
    if (fVar8 < 0.0) {
      lVar7 = (longdouble)RandomFloat(0x3e4ccccd,0x3ecccccd);
      fVar1 = (float)lVar7;
      fVar8 = fVar8 * 0.10000001 + 0.2 + fVar1;
      lVar7 = (longdouble)CountdownTimer::Now();
      if ((float)lVar7 + fVar8 != *(float *)(param_1 + 0x3c)) {
        (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
        *(float *)(param_1 + 0x3c) = (float)lVar7 + fVar8;
      }
      if (fVar8 != *(float *)(param_1 + 0x38)) {
        (**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
        *(float *)(param_1 + 0x38) = fVar8;
      }
      lVar7 = (longdouble)CountdownTimer::Now();
      if ((float)lVar7 + fVar1 != *(float *)(param_1 + 0x48)) {
        (**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x48);
        *(float *)(param_1 + 0x48) = (float)lVar7 + fVar1;
      }
      if (fVar1 != *(float *)(param_1 + 0x44)) {
        (**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x44);
        *(float *)(param_1 + 0x44) = fVar1;
      }
      lVar7 = (longdouble)RandomFloat(0xbf800000,0x3f800000);
      fVar8 = (float)lVar7 * 3.0;
      *(float *)(param_1 + 0x54) = local_30 * fVar8 + *(float *)(param_1 + 0x54);
      *(float *)(param_1 + 0x58) = local_2c * fVar8 + *(float *)(param_1 + 0x58);
      *(float *)(param_1 + 0x50) = fVar8 * local_34 + *(float *)(param_1 + 0x50);
      if (piVar6 != (int *)0x0) {
        (**(code **)(*piVar6 + 0xdc))(piVar6);
      }
      *(undefined4 *)this = 0;
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
      return this;
    }
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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.



        

        

          

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