L L4D2node

WitchAttack::OnStart

0x00a3c610 · 775 bytes · __thiscall

_ZN11WitchAttack7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  char cVar2;
  CTerrorPlayer *this_00;
  int iVar3;
  int *piVar4;
  undefined4 uVar5;
  char *pcVar6;
  undefined *puVar7;
  CTerrorPlayer *pCVar8;
  longdouble lVar9;
  CAI_Concept local_4c [8];
  undefined4 local_44;
  undefined4 local_40;
  AI_CriteriaSet local_3c [44];
  
  uVar1 = *(uint *)(param_2 + 0x1da8);
  if ((((uVar1 == 0xffffffff) ||
       (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) ||
     (pCVar8 = *(CTerrorPlayer **)(puVar7 + 4), pCVar8 == (CTerrorPlayer *)0x0)) {
    this_00 = (CTerrorPlayer *)GetVictim((WitchAttack *)param_1);
    if (((this_00 == (CTerrorPlayer *)0x0) ||
        (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 == '\0')) ||
       ((iVar3 = CTerrorPlayer::GetOtherResponsibleForMovement(this_00), pCVar8 = this_00,
        iVar3 != 0 &&
        ((this_00 = (CTerrorPlayer *)CTerrorPlayer::GetOtherResponsibleForMovement(this_00),
         this_00 == (CTerrorPlayer *)0x0 ||
         (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), pCVar8 = this_00, cVar2 == '\0'))
        )))) {
      pCVar8 = (CTerrorPlayer *)0x0;
    }
    Witch::SetHarasser((Witch *)param_2,(CBaseEntity *)this_00);
  }
  else {
    cVar2 = (**(code **)(*(int *)pCVar8 + 0x16c))(pCVar8);
    if (cVar2 == '\0') {
      pCVar8 = (CTerrorPlayer *)0x0;
    }
  }
  piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar4 + 0x10c))(piVar4,2);
  (**(code **)(*piVar4 + 0xec))(piVar4,0);
  CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.Scream",0.0,(float *)0x0);
  lVar9 = (longdouble)CountdownTimer::Now();
  if ((float)lVar9 + 1.0 != *(float *)(param_1 + 0x4854)) {
    (**(code **)(*(int *)(param_1 + 0x484c) + 4))(param_1 + 0x484c,param_1 + 0x4854);
    *(float *)(param_1 + 0x4854) = (float)lVar9 + 1.0;
  }
  if (*(float *)(param_1 + 0x4850) != 1.0) {
    (**(code **)(*(int *)(param_1 + 0x484c) + 4))(param_1 + 0x484c,param_1 + 0x4850);
    *(undefined4 *)(param_1 + 0x4850) = 0x3f800000;
  }
  lVar9 = (longdouble)IntervalTimer::Now();
  if ((float)lVar9 != *(float *)(param_1 + 0x485c)) {
    (**(code **)(*(int *)(param_1 + 0x4858) + 4))(param_1 + 0x4858,param_1 + 0x485c);
    *(float *)(param_1 + 0x485c) = (float)lVar9;
  }
  uVar5 = CBaseFlex::FindFlexController((CBaseFlex *)param_2,"bite");
  CBaseFlex::SetFlexWeight((CBaseFlex *)param_2,uVar5,0x3f800000);
  AI_CriteriaSet::AI_CriteriaSet(local_3c);
  if (pCVar8 != (CTerrorPlayer *)0x0) {
                    /* try { // try from 00a3c815 to 00a3c8d4 has its CatchHandler @ 00a3c924 */
    pcVar6 = (char *)SurvivorCharacterName(*(int *)(pCVar8 + 0x2ba0));
    AI_CriteriaSet::AppendCriteria(local_3c,"witch_aggro_on",pcVar6,1.0);
  }
  local_44 = 0;
  local_40 = 0xffffffff;
  CAI_Concept::CAI_Concept(local_4c,"WitchStartAttack");
  CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_4c,local_3c,0.0,
                      (CFollowupTargetSpec_t *)&local_44,(CBaseEntity *)param_2);
  if (((byte)param_2[0x1c75] & 0x10) != 0) {
    CDirector::OnMapInvokedPanicEvent(TheDirector,0,2);
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  AI_CriteriaSet::~AI_CriteriaSet(local_3c);
  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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