L L4D2node

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 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)