L L4D2node

InfectedBlinded::Update

0x00a31680 · 480 bytes · __cdecl

_ZN15InfectedBlinded6UpdateEP8Infectedf

Decompiled

undefined (2 params)

/* InfectedBlinded::Update(Infected*, float) */

Infected * InfectedBlinded::Update(Infected *param_1,float param_2)

{
  float fVar1;
  int iVar2;
  char cVar3;
  int *piVar4;
  longdouble lVar5;
  CBaseEntity *in_stack_0000000c;
  float in_stack_00000010;
  undefined4 local_28;
  float local_24;
  undefined4 local_20;
  
  piVar4 = (int *)(**(code **)(*(int *)in_stack_0000000c + 0x594))();
  cVar3 = (**(code **)(*piVar4 + 0xe4))(piVar4,0x264);
  if (cVar3 == '\0') {
    (**(code **)(*piVar4 + 0xd8))(piVar4,0x264,1);
  }
  local_28 = *(undefined4 *)(in_stack_0000000c + 0x3a8);
  local_24 = in_stack_00000010 * *(float *)((int)param_2 + 0x3c) +
             *(float *)(in_stack_0000000c + 0x3ac);
  local_20 = *(undefined4 *)(in_stack_0000000c + 0x3b0);
  CBaseEntity::SetLocalAngles(in_stack_0000000c,(QAngle *)&local_28);
  lVar5 = (longdouble)CountdownTimer::Now();
  if (*(float *)((int)param_2 + 0x48) <= (float)lVar5) {
    Infected::Vocalize((Infected *)in_stack_0000000c,*(char **)((int)param_2 + 0x38),true);
    lVar5 = (longdouble)RandomFloat(0x3f800000,0x40400000);
    fVar1 = (float)lVar5;
    lVar5 = (longdouble)CountdownTimer::Now();
    if ((float)lVar5 + fVar1 != *(float *)((int)param_2 + 0x48)) {
      (**(code **)(*(int *)((int)param_2 + 0x40) + 4))((int)param_2 + 0x40,(int)param_2 + 0x48);
      *(float *)((int)param_2 + 0x48) = (float)lVar5 + fVar1;
    }
    if (fVar1 != *(float *)((int)param_2 + 0x44)) {
      (**(code **)(*(int *)((int)param_2 + 0x40) + 4))((int)param_2 + 0x40,(int)param_2 + 0x44);
      *(float *)((int)param_2 + 0x44) = fVar1;
    }
  }
  if ((0.0 < *(float *)((int)param_2 + 0x54)) &&
     (lVar5 = (longdouble)CountdownTimer::Now(), *(float *)((int)param_2 + 0x54) <= (float)lVar5)) {
    iVar2 = *(int *)((int)param_2 + 0x34);
    if (iVar2 == 0) {
      *(undefined4 *)param_1 = 3;
      *(undefined4 *)(param_1 + 4) = 0;
      *(undefined4 *)(param_1 + 8) = 0;
      return param_1;
    }
    *(undefined4 *)((int)param_2 + 0x34) = 0;
    *(int *)(param_1 + 4) = iVar2;
    *(undefined4 *)param_1 = 1;
    *(char **)(param_1 + 8) = "Blindness wore off";
    return param_1;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return param_1;
}

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)