BoomerRetreatToCover::Update
0x00a74580 · 631 bytes · __thiscall
_ZN20BoomerRetreatToCover6UpdateEP6Boomerf
Decompiled
undefined (3 params)
/* BoomerRetreatToCover::Update(Boomer*, float) */
BoomerRetreatToCover * __thiscall
BoomerRetreatToCover::Update(BoomerRetreatToCover *this,Boomer *param_1,float param_2)
{
char cVar1;
INextBot *pIVar2;
int *piVar3;
undefined4 *puVar4;
int iVar5;
longdouble lVar6;
if (*(int *)(param_1 + 0x443c) < 1) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Path not valid";
return this;
}
pIVar2 = (INextBot *)0x0;
if (param_2 != 0.0) {
pIVar2 = (INextBot *)((int)param_2 + 0x4028);
}
PathFollower::Update((PathFollower *)(param_1 + 0x38),pIVar2);
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
cVar1 = (**(code **)(*piVar3 + 0x168))(piVar3);
if (cVar1 != '\0') {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
lVar6 = (longdouble)(**(code **)(*piVar3 + 0x16c))(piVar3);
if (3.0 < (float)lVar6) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Stuck!";
return this;
}
}
cVar1 = CDirectorTacticalServices::IsVisibleToTeam
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_2,2,1
,0.0,(TerrorNavArea *)0x0);
if (cVar1 != '\0') {
cVar1 = Boomer::ShouldBackOff();
if (((cVar1 == '\0') &&
(iVar5 = BossZombiePlayerBot::ChooseVictim
((BossZombiePlayerBot *)param_2,(CTerrorPlayer *)0x0,0,
(CBaseCombatCharacter *)0x0), iVar5 != 0)) &&
(cVar1 = (**(code **)(*(int *)((int)param_2 + 0x4028) + 0x114))
((int)param_2 + 0x4028,iVar5,
*(undefined4 *)(ZombieVomitRange._28_4_ + 0x2c)), cVar1 != '\0')) {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9bc))(param_2);
cVar1 = (**(code **)(*piVar3 + 0xf8))(piVar3,iVar5,0);
if (cVar1 != '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Victim is close, attack!";
return this;
}
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
CBaseEntity::SetAbsVelocity((CBaseEntity *)param_2,(Vector *)&vec3_origin);
puVar4 = ::operator_new(0x40);
*(undefined4 *)this = 1;
puVar4[8] = 0;
puVar4[9] = 0;
puVar4[10] = 0;
puVar4[3] = 0;
puVar4[4] = 0;
puVar4[5] = 0;
puVar4[6] = 0;
puVar4[7] = 0;
puVar4[2] = 0;
*(undefined1 *)(puVar4 + 0xc) = 0;
*(undefined1 *)((int)puVar4 + 0x31) = 0;
puVar4[0xb] = 0;
*puVar4 = &PTR__BoomerHide_00d2c2e8;
puVar4[1] = &PTR__BoomerHide_00d2c44c;
puVar4[0xd] = &PTR_NetworkStateChanged_00c0b6e0;
puVar4[0xe] = 0;
puVar4[0xf] = 0xbf800000;
*(undefined4 **)(this + 4) = puVar4;
*(char **)(this + 8) = "Reached opportunistic cover";
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.