Action<Boomer>::OnMoveToFailure
0x00a70010 · 954 bytes · __thiscall
_ZN6ActionI6BoomerE15OnMoveToFailureEPK4Path17MoveToFailureType
Decompiled
undefined (3 params)
/* Action<Boomer>::OnMoveToFailure(Path const*, MoveToFailureType) */
void __thiscall Action<Boomer>::OnMoveToFailure(Action<Boomer> *this,uint param_1,uint param_3)
{
float fVar1;
int iVar2;
code *pcVar3;
char cVar4;
uint uVar5;
char *pcVar6;
int *piVar7;
undefined1 *puVar8;
Action<Boomer> *pAVar9;
uint *puVar10;
uint *puVar11;
int in_GS_OFFSET;
uint auStack_84 [15];
int *local_48;
undefined1 *local_44;
undefined4 local_40;
int local_34;
int *local_30;
undefined1 *local_2c;
undefined4 local_28;
undefined1 local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
puVar11 = auStack_84 + 2;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (this[0x30] != (Action<Boomer>)0x0) {
local_34 = 0;
local_30 = (int *)0x0;
local_2c = (undefined1 *)0x0;
local_28 = 1;
pAVar9 = this;
puVar11 = auStack_84 + 2;
do {
puVar10 = puVar11;
iVar2 = *(int *)(this + 0x1c);
uVar5 = 0;
if (iVar2 != 0) {
puVar10[1] = 0x80;
*puVar10 = iVar2 + 0x4028;
puVar10[-1] = 0xa700db;
cVar4 = INextBot::IsDebugging((INextBot *)*puVar10,puVar10[1]);
if ((cVar4 == '\0') && (*(int *)(NextBotDebugHistory._28_4_ + 0x30) == 0)) {
uVar5 = *(uint *)(this + 0x1c);
}
else {
iVar2 = *(int *)pAVar9;
*puVar10 = (uint)pAVar9;
pcVar3 = *(code **)(iVar2 + 0xac);
puVar10[-1] = 0xa700ee;
auStack_84[0xc] = (*pcVar3)();
auStack_84[0xd] = *(int *)(this + 8) + 0x11;
iVar2 = **(int **)(this + 0x1c);
*puVar10 = (uint)*(int **)(this + 0x1c);
pcVar3 = *(code **)(iVar2 + 0x9a4);
puVar10[-1] = 0xa70108;
uVar5 = (*pcVar3)();
fVar1 = *(float *)(gpGlobals + 0xc);
puVar10[8] = auStack_84[0xc];
puVar10[6] = uVar5;
puVar10[9] = (uint)"OnMoveToFailure";
*(double *)(puVar10 + 4) = (double)fVar1;
puVar10[7] = auStack_84[0xd];
puVar10[3] = (uint)"%3.2f: %s:%s: %s received EVENT %s\n";
puVar10[2] = (uint)&local_24;
puVar10[1] = 0x80;
local_24 = 100;
local_23 = 100;
local_22 = 100;
local_21 = 0xff;
*puVar10 = *(int *)(this + 0x1c) + 0x4028;
puVar10[-1] = 0xa7016d;
INextBot::DebugConColorMsg();
uVar5 = *(uint *)(this + 0x1c);
}
}
iVar2 = *(int *)pAVar9;
puVar10[2] = uVar5;
*puVar10 = (uint)(auStack_84 + 0xe);
puVar10[3] = param_1;
puVar10[4] = param_3;
puVar10[1] = (uint)pAVar9;
pcVar3 = *(code **)(iVar2 + 0xd8);
puVar10[-1] = 0xa70091;
(*pcVar3)();
local_30 = local_48;
local_34 = auStack_84[0xe];
local_2c = local_44;
local_28 = local_40;
if (auStack_84[0xe] != 0) {
iVar2 = *(int *)(this + 0x1c);
if (iVar2 != 0) {
*puVar10 = 1;
puVar10[-1] = iVar2 + 0x4028;
puVar10[-2] = 0xa70198;
cVar4 = INextBot::IsDebugging((INextBot *)puVar10[-1],*puVar10);
if (((cVar4 != '\0') || (*(int *)(NextBotDebugHistory._28_4_ + 0x30) != 0)) &&
(local_34 - 1U < 3)) {
auStack_84[0xd] = *(int *)(this + 8) + 0x11;
iVar2 = **(int **)(this + 0x1c);
puVar10[-1] = (uint)*(int **)(this + 0x1c);
pcVar3 = *(code **)(iVar2 + 0x9a4);
puVar10[-2] = 0xa701d2;
uVar5 = (*pcVar3)();
fVar1 = *(float *)(gpGlobals + 0xc);
puVar10[5] = uVar5;
puVar10[6] = auStack_84[0xd];
puVar10[2] = (uint)"%3.2f: %s:%s: ";
*(double *)(puVar10 + 3) = (double)fVar1;
puVar10[1] = (uint)&local_24;
*puVar10 = 1;
local_24 = 0xff;
local_23 = 0xff;
local_22 = 0;
local_21 = 0xff;
puVar10[-1] = *(int *)(this + 0x1c) + 0x4028;
puVar10[-2] = 0xa70228;
INextBot::DebugConColorMsg();
iVar2 = *(int *)pAVar9;
puVar10[-1] = (uint)pAVar9;
pcVar3 = *(code **)(iVar2 + 0xac);
puVar10[-2] = 0xa70233;
uVar5 = (*pcVar3)();
puVar10[2] = (uint)"%s ";
puVar10[3] = uVar5;
puVar10[1] = (uint)&local_24;
*puVar10 = 1;
local_24 = 0xff;
local_23 = 0xff;
local_22 = 0xff;
local_21 = 0xff;
puVar10[-1] = *(int *)(this + 0x1c) + 0x4028;
puVar10[-2] = 0xa7026e;
INextBot::DebugConColorMsg();
puVar10[3] = (uint)"OnMoveToFailure";
puVar10[2] = (uint)"reponded to EVENT %s with ";
puVar10[1] = (uint)&local_24;
*puVar10 = 1;
local_24 = 0xff;
local_23 = 0xff;
local_22 = 0;
local_21 = 0xff;
puVar10[-1] = *(int *)(this + 0x1c) + 0x4028;
puVar10[-2] = 0xa702ad;
INextBot::DebugConColorMsg();
puVar8 = &DAT_00d539c2;
if (local_30 != (int *)0x0) {
iVar2 = *local_30;
puVar10[-1] = (uint)local_30;
pcVar3 = *(code **)(iVar2 + 0xa4);
puVar10[-2] = 0xa702c4;
puVar8 = (undefined1 *)(*pcVar3)();
}
pcVar6 = "CONTINUE";
if (local_34 - 1U < 4) {
pcVar6 = *(char **)(CSWTCH_3223 + (local_34 - 1U) * 4);
}
puVar10[3] = (uint)pcVar6;
puVar10[4] = (uint)puVar8;
puVar10[2] = (uint)"%s %s ";
puVar10[1] = (uint)&local_24;
*puVar10 = 1;
local_24 = 0xff;
local_23 = 0;
local_22 = 0;
local_21 = 0xff;
puVar10[-1] = *(int *)(this + 0x1c) + 0x4028;
puVar10[-2] = 0xa7031c;
INextBot::DebugConColorMsg();
puVar10[2] = (uint)&DAT_00c5799e;
*puVar10 = 1;
local_24 = 0;
local_23 = 0xff;
puVar8 = &DAT_00d539c2;
if (local_2c != (undefined1 *)0x0) {
puVar8 = local_2c;
}
local_22 = 0;
local_21 = 0xff;
puVar10[3] = (uint)puVar8;
puVar10[1] = (uint)&local_24;
puVar10[-1] = *(int *)(this + 0x1c) + 0x4028;
puVar10[-2] = 0xa70364;
INextBot::DebugConColorMsg();
}
}
puVar10[1] = (uint)"OnMoveToFailure";
*puVar10 = (uint)&local_34;
puVar10[-1] = (uint)pAVar9;
puVar10[-2] = 0xa7037b;
StorePendingEventResult
((Action<Boomer> *)puVar10[-1],(EventDesiredResult *)*puVar10,(char *)puVar10[1]);
break;
}
pAVar9 = *(Action<Boomer> **)(pAVar9 + 0x14);
puVar11 = puVar10 + -1;
} while (pAVar9 != (Action<Boomer> *)0x0);
iVar2 = *(int *)this;
puVar10[-1] = (uint)this;
pcVar3 = *(code **)(iVar2 + 8);
puVar10[-2] = 0xa70383;
piVar7 = (int *)(*pcVar3)();
while (puVar11 = puVar10 + -1, piVar7 != (int *)0x0) {
iVar2 = *piVar7;
puVar10[-1] = (uint)piVar7;
*puVar10 = param_1;
puVar10[1] = param_3;
pcVar3 = *(code **)(iVar2 + 0x24);
puVar10[-2] = 0xa703bb;
(*pcVar3)();
iVar2 = *(int *)this;
*puVar10 = (uint)piVar7;
puVar10[-1] = (uint)this;
pcVar3 = *(code **)(iVar2 + 0xc);
puVar10[-2] = 0xa703c7;
piVar7 = (int *)(*pcVar3)();
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
puVar11[-1] = (uint)&UNK_00a703d5;
__stack_chk_fail();
}
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
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.