L L4D2node

ChargerChargeAtVictim::Update

0x00a8c130 · 583 bytes · __thiscall

_ZN21ChargerChargeAtVictim6UpdateEP7Chargerf

Decompiled

undefined (3 params)

/* ChargerChargeAtVictim::Update(Charger*, float) */

ChargerChargeAtVictim * __thiscall
ChargerChargeAtVictim::Update(ChargerChargeAtVictim *this,Charger *param_1,float param_2)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  int *piVar4;
  undefined *puVar5;
  undefined *puVar6;
  longdouble lVar7;
  undefined4 local_20;
  
  uVar1 = *(uint *)(param_1 + 0x34);
  if ((((uVar1 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
     (*(CBaseEntity **)(puVar5 + 4) == (CBaseEntity *)0x0)) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Lost our victim";
  }
  else {
    uVar1 = *(uint *)((int)param_2 + 0x30bc);
    if (((uVar1 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc &&
        (piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)))) {
      if ((param_1[0x44] != (Charger)0x0) && ((*(byte *)((int)param_2 + 0x150) & 0x20) == 0)) {
        *(undefined4 *)this = 3;
        *(undefined4 *)(this + 4) = 0;
        *(char **)(this + 8) = "Finished Charge";
        return this;
      }
      cVar3 = UTIL_IsFacingWithinTolerance
                        ((CBaseEntity *)param_2,*(CBaseEntity **)(puVar5 + 4),0.6,(float *)0x0);
      if (cVar3 != '\0') {
        piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
        local_20 = 0;
        uVar1 = *(uint *)(param_1 + 0x34);
        if (((uVar1 != 0xffffffff) &&
            (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
          local_20 = *(undefined4 *)(puVar5 + 4);
        }
        (**(code **)(*piVar4 + 0xc4))(piVar4,local_20,0,0,0,0,1,0x3e800000);
      }
      lVar7 = (longdouble)CountdownTimer::Now();
      if (*(float *)(param_1 + 0x50) <= (float)lVar7) {
        cVar3 = CTerrorPlayer::IsCustomAbilityActive((CTerrorPlayer *)param_2);
        if ((cVar3 == '\0') && (param_1[0x44] == (Charger)0x0)) {
          cVar3 = (**(code **)(*piVar2 + 0x32c))(piVar2);
          if (cVar3 != '\0') {
            (**(code **)(*(int *)param_2 + 0x938))(param_2,0xbf800000);
            param_1[0x44] = (Charger)0x1;
            if (*(float *)(param_1 + 0x50) != -1.0) {
              (**(code **)(*(int *)(param_1 + 0x48) + 4))(param_1 + 0x48,param_1 + 0x50);
              *(undefined4 *)(param_1 + 0x50) = 0xbf800000;
            }
          }
        }
      }
      *(undefined4 *)this = 0;
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
      return this;
    }
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "No ability exists!";
  }
  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.



        

        

          

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