InfectedLeanOnWall::Update
0x00a370f0 · 481 bytes · __cdecl
_ZN18InfectedLeanOnWall6UpdateEP8Infectedf
Decompiled
undefined (2 params)
/* InfectedLeanOnWall::Update(Infected*, float) */
Infected * InfectedLeanOnWall::Update(Infected *param_1,float param_2)
{
float fVar1;
undefined4 *puVar2;
longdouble lVar3;
CBaseEntity *in_stack_0000000c;
float in_stack_00000010;
float local_28;
float local_24;
undefined4 local_20;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 < *(float *)((int)param_2 + 0x50)) {
if (((byte)in_stack_0000000c[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_0000000c);
}
fVar1 = *(float *)(in_stack_0000000c + 0x37c);
lVar3 = (longdouble)
ApproachAngle(*(float *)((int)param_2 + 0x40),*(float *)(in_stack_0000000c + 0x380),
in_stack_00000010 * *(float *)(ZombieLeanWallAlignSpeed._28_4_ + 0x2c));
local_24 = (float)lVar3;
lVar3 = (longdouble)
ApproachAngle(fVar1,*(float *)(in_stack_0000000c + 0x37c),
in_stack_00000010 * *(float *)(ZombieLeanWallAlignSpeed._28_4_ + 0x2c));
local_28 = (float)lVar3;
local_20 = 0;
CBaseEntity::SetAbsAngles(in_stack_0000000c,(QAngle *)&local_28);
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
return param_1;
}
if (*(int *)((int)param_2 + 0x44) != 0x240) {
puVar2 = ::operator_new(0x4c);
*(undefined4 *)param_1 = 1;
puVar2[8] = 0;
puVar2[9] = 0;
puVar2[10] = 0;
puVar2[3] = 0;
puVar2[4] = 0;
puVar2[5] = 0;
puVar2[6] = 0;
puVar2[7] = 0;
puVar2[2] = 0;
*(undefined1 *)(puVar2 + 0xc) = 0;
*(undefined1 *)((int)puVar2 + 0x31) = 0;
puVar2[0xb] = 0;
*puVar2 = &PTR__InfectedStandingActivity_00d24c08;
puVar2[1] = &PTR__InfectedStandingActivity_00d24d6c;
puVar2[0xe] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0xf] = 0;
puVar2[0x10] = 0xbf800000;
puVar2[0xd] = 0x24c;
puVar2[0x11] = 0;
*(undefined1 *)(puVar2 + 0x12) = 0;
*(undefined4 **)(param_1 + 4) = puVar2;
*(char **)(param_1 + 8) = "Finished with lean";
return param_1;
}
*(undefined4 *)param_1 = 3;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
return param_1;
}
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
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