L L4D2node

BossZombiePlayerBot::Update

0x00a785b0 · 210 bytes · __thiscall

_ZN19BossZombiePlayerBot6UpdateEv

Decompiled

undefined (1 param)

/* BossZombiePlayerBot::Update() */

void __thiscall BossZombiePlayerBot::Update(BossZombiePlayerBot *this)

{
  int iVar1;
  code *pcVar2;
  char cVar3;
  int *piVar4;
  int *piVar5;
  BossZombiePlayerBot **ppBVar6;
  int *local_60;
  BossZombiePlayerBot *local_5c;
  int *local_58;
  undefined4 local_54;
  undefined4 local_50;
  char *local_4c;
  undefined4 local_48;
  undefined4 local_44;
  code *local_34;
  BossZombiePlayerBot *local_30;
  BossZombiePlayerBot local_28 [24];
  
  ppBVar6 = &local_5c;
  if (*(int *)(ZombieLookAtLocalPlayer._28_4_ + 0x30) != 0) {
    local_60 = (int *)0xa78605;
    piVar4 = (int *)UTIL_GetListenServerHost();
    ppBVar6 = &local_5c;
    if (piVar4 != (int *)0x0) {
      local_5c = this + 0x4028;
      local_60 = (int *)0xa78620;
      piVar5 = (int *)(**(code **)(*(int *)(this + 0x4028) + 0xc4))();
      local_34 = *(code **)(*piVar5 + 0xc0);
      local_5c = local_28;
      local_60 = (int *)0xa78642;
      local_58 = piVar4;
      local_30 = local_5c;
      (**(code **)(*piVar4 + 0x234))();
      ppBVar6 = (BossZombiePlayerBot **)&local_60;
      local_44 = 0x3e800000;
      local_48 = 1;
      local_4c = "Watching listen server host";
      local_50 = 0;
      local_54 = 0x3f800000;
      local_58 = (int *)0x3;
      local_5c = local_30;
      local_60 = piVar5;
      (*local_34)();
    }
  }
  iVar1 = *(int *)this;
  *ppBVar6 = this;
  pcVar2 = *(code **)(iVar1 + 300);
  ppBVar6[-1] = (BossZombiePlayerBot *)0xa785d3;
  cVar3 = (*pcVar2)();
  if ((cVar3 != '\0') && (*(int *)(NextBotPlayerStop._28_4_ + 0x30) == 0)) {
    *ppBVar6 = this + 0x4028;
    ppBVar6[-1] = (BossZombiePlayerBot *)0xa785f1;
    INextBot::Update((INextBot *)*ppBVar6);
  }
  return;
}

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)