ChargerEvade::Update
0x00a8c8a0 · 332 bytes · __thiscall
_ZN12ChargerEvade6UpdateEP7Chargerf
Decompiled
undefined (3 params)
/* ChargerEvade::Update(Charger*, float) */
ChargerEvade * __thiscall ChargerEvade::Update(ChargerEvade *this,Charger *param_1,float param_2)
{
char cVar1;
INextBot *pIVar2;
int *piVar3;
longdouble lVar4;
if (*(int *)(param_1 + 0x443c) < 1) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Path Invalid";
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);
lVar4 = (longdouble)(**(code **)(*piVar3 + 0x16c))(piVar3);
if (3.0 < (float)lVar4) {
*(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') {
CBaseEntity::SetAbsVelocity((CBaseEntity *)param_2,(Vector *)&vec3_origin);
*(undefined1 *)((int)param_2 + 0x4324) = 1;
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Stopping because I reached a hidden place";
}
else {
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
}
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.