L L4D2node

ZombieBotVision::IsNoticed

0x00a57500 · 721 bytes · __thiscall

_ZNK15ZombieBotVision9IsNoticedEP11CBaseEntity

Decompiled

undefined (2 params)

/* ZombieBotVision::IsNoticed(CBaseEntity*) const */

undefined4 __thiscall ZombieBotVision::IsNoticed(ZombieBotVision *this,CBaseEntity *param_1)

{
  code *pcVar1;
  code *pcVar2;
  undefined4 *puVar3;
  char cVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  int iVar7;
  int *piVar8;
  float *pfVar9;
  undefined4 *puVar10;
  longdouble lVar11;
  float fVar12;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  uVar5 = (**(code **)(*(int *)this + 0xdc))();
  if ((char)uVar5 != '\0') {
    return 0;
  }
  uVar6 = (**(code **)(*(int *)param_1 + 0x16c))();
  if ((char)uVar6 == '\0') {
    return 1;
  }
  iVar7 = CBaseEntity::GetTeamNumber(param_1);
  cVar4 = IsASurvivorTeam(iVar7);
  if (cVar4 == '\0') {
    return uVar6;
  }
  if (*(int *)(NextBotIgnoreSurvivors._28_4_ + 0x30) != 0) {
    return uVar5;
  }
  piVar8 = (int *)(**(code **)(*(int *)this + 0xb0))();
  cVar4 = (**(code **)(*piVar8 + 0xf8))();
  if (cVar4 == '\0') {
    return uVar5;
  }
  cVar4 = CDirectorSessionManager::IsWaitingForTeamReady
                    (*(CDirectorSessionManager **)(TheDirector + 0x634));
  if (cVar4 != '\0') {
    return uVar5;
  }
  piVar8 = (int *)(**(code **)(*(int *)this + 0xb0))();
  piVar8 = (int *)(**(code **)(*piVar8 + 0xc4))();
  if ((piVar8 != (int *)0x0) && (cVar4 = (**(code **)(*piVar8 + 0x114))(), cVar4 == '\0')) {
    return uVar6;
  }
  uVar5 = (**(code **)(*(int *)param_1 + 0x550))();
  if ((char)uVar5 != '\0') {
    return uVar6;
  }
  if (((byte)param_1[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity(param_1);
  }
  fVar12 = *(float *)(param_1 + 0x278) * *(float *)(param_1 + 0x278) +
           *(float *)(param_1 + 0x274) * *(float *)(param_1 + 0x274) +
           *(float *)(param_1 + 0x27c) * *(float *)(param_1 + 0x27c);
  if (22500.0 < fVar12) {
    return uVar6;
  }
  iVar7 = (**(code **)(*(int *)param_1 + 0x5f4))();
  puVar3 = (undefined4 *)&stack0xffffffa4;
  if ((iVar7 != 0) && (puVar3 = (undefined4 *)&stack0xffffffa4, piVar8 != (int *)0x0)) {
    (**(code **)(*(int *)param_1 + 0x234))();
    puVar10 = (undefined4 *)&stack0xffffffa0;
    pfVar9 = (float *)(**(code **)(*piVar8 + 0xb8))();
    local_34 = *pfVar9 - local_28;
    local_30 = pfVar9[1] - local_24;
    local_2c = pfVar9[2] - local_20;
    VectorNormalize((Vector *)&local_34);
    CBasePlayer::EyeVectors((CBasePlayer *)param_1,(Vector *)&local_28,(Vector *)0x0,(Vector *)0x0);
    puVar3 = (undefined4 *)&stack0xffffffa0;
    if (0.9396 < local_24 * local_30 + local_28 * local_34 + local_20 * local_2c) goto LAB_00a576a4;
  }
  puVar10 = puVar3;
  if (fVar12 <= 900.0) {
    return uVar5;
  }
  puVar10[1] = 1;
  *puVar10 = param_1;
  puVar10[-1] = 0xa5769c;
  cVar4 = CTerrorPlayer::IsStill();
  if (cVar4 != '\0') {
    return uVar5;
  }
LAB_00a576a4:
  iVar7 = *(int *)this;
  *puVar10 = this;
  pcVar1 = *(code **)(iVar7 + 0xb0);
  puVar10[-1] = 0xa576af;
  piVar8 = (int *)(*pcVar1)();
  iVar7 = *(int *)this;
  pcVar1 = *(code **)(*piVar8 + 0x114);
  *puVar10 = this;
  pcVar2 = *(code **)(iVar7 + 0x104);
  puVar10[-1] = 0xa576c7;
  lVar11 = (longdouble)(*pcVar2)();
  *puVar10 = piVar8;
  puVar10[1] = param_1;
  puVar10[2] = (float)lVar11;
  puVar10[-1] = 0xa576e1;
  uVar5 = (*pcVar1)();
  return uVar5;
}

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)