WitchRetreat::Update
0x00a41820 · 1079 bytes · __thiscall
_ZN12WitchRetreat6UpdateEP8Infectedf
Decompiled
undefined (3 params)
/* WitchRetreat::Update(Infected*, float) */
WitchRetreat * __thiscall WitchRetreat::Update(WitchRetreat *this,Infected *param_1,float param_2)
{
float fVar1;
char cVar2;
int *piVar3;
int *piVar4;
int iVar5;
longdouble lVar6;
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
fVar1 = *(float *)(WitchRetreatMinDuration._28_4_ + 0x2c);
lVar6 = (longdouble)IntervalTimer::Now();
if (fVar1 < (float)lVar6 - *(float *)(param_1 + 0x4830)) {
cVar2 = CDirectorTacticalServices::IsVisibleToTeam
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_2,2
,0,0.0,(TerrorNavArea *)0x0);
if (cVar2 != '\0') {
lVar6 = (longdouble)IntervalTimer::Now();
if ((float)lVar6 != *(float *)(param_1 + 0x4838)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
*(float *)(param_1 + 0x4838) = (float)lVar6;
}
}
iVar5 = CDirectorTacticalServices::GetClosestSurvivor
(*(CDirectorTacticalServices **)(TheDirector + 0x628),
(CBaseCombatCharacter *)param_2,true,true);
if (iVar5 != 0) {
cVar2 = (**(code **)(*(int *)((int)param_2 + 0x1a3c) + 0x11c))
((int)param_2 + 0x1a3c,iVar5,
*(undefined4 *)(WitchRetreatExitRange._28_4_ + 0x2c));
if (cVar2 != '\0') {
lVar6 = (longdouble)IntervalTimer::Now();
if (1.0 < (float)lVar6 - *(float *)(param_1 + 0x4838)) goto LAB_00a41950;
}
fVar1 = *(float *)(WitchRetreatExitHiddenDuration._28_4_ + 0x2c);
lVar6 = (longdouble)IntervalTimer::Now();
if ((float)lVar6 - *(float *)(param_1 + 0x4838) <= fVar1) goto LAB_00a419b0;
}
LAB_00a41950:
UTIL_Remove((CBaseEntity *)param_2);
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
LAB_00a419b0:
lVar6 = (longdouble)CountdownTimer::Now();
if (*(float *)(param_1 + 0x4828) <= (float)lVar6) {
lVar6 = (longdouble)RandomFloat(0x3fc00000,0x40200000);
fVar1 = (float)lVar6;
lVar6 = (longdouble)CountdownTimer::Now();
if ((float)lVar6 + fVar1 != *(float *)(param_1 + 0x4828)) {
(**(code **)(*(int *)(param_1 + 0x4820) + 4))(param_1 + 0x4820,param_1 + 0x4828);
*(float *)(param_1 + 0x4828) = (float)lVar6 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x4824)) {
(**(code **)(*(int *)(param_1 + 0x4820) + 4))(param_1 + 0x4820,param_1 + 0x4824);
*(float *)(param_1 + 0x4824) = fVar1;
}
CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.RetreatHorror",0.0,(float *)0x0);
}
cVar2 = (**(code **)(*piVar4 + 0xe4))(piVar4,0x2ad);
if (cVar2 == '\0') {
PathFollower::Update((PathFollower *)(param_1 + 0x34),(INextBot *)((int)param_2 + 0x1a3c));
cVar2 = (**(code **)(*piVar3 + 200))(piVar3);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*piVar3 + 0x114))(piVar3);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*piVar3 + 0xf8))(piVar3);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*piVar4 + 0x100))(piVar4,0);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*piVar4 + 0xe4))(piVar4,0x260);
if (cVar2 == '\0') {
(**(code **)(*piVar4 + 0xd8))(piVar4,0x260,0);
}
}
else {
cVar2 = (**(code **)(*piVar4 + 0xe4))(piVar4,0x2ae);
if (cVar2 == '\0') {
(**(code **)(*piVar4 + 0xd8))(piVar4,0x2ae,0);
}
}
}
}
}
}
else {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
(**(code **)(*piVar3 + 0xe0))(piVar3);
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
(**(code **)(*piVar3 + 0x18c))(piVar3,&vec3_origin);
CBaseEntity::SetAbsVelocity((CBaseEntity *)param_2,(Vector *)&vec3_origin);
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.