L L4D2node

HunterLeapToCover::OnStart

0x00a9fc90 · 418 bytes · __thiscall

_ZN17HunterLeapToCover7OnStartEP6HunterP6ActionIS0_E

Decompiled

undefined (3 params)

/* HunterLeapToCover::OnStart(Hunter*, Action<Hunter>*) */

HunterLeapToCover * __thiscall
HunterLeapToCover::OnStart(HunterLeapToCover *this,Hunter *param_1,Action *param_2)

{
  float fVar1;
  int iVar2;
  char cVar3;
  CNavArea *pCVar4;
  EscapeScan local_2c [4];
  int local_28;
  int local_24;
  
  EscapeScan::EscapeScan(local_2c,(BossZombiePlayerBot *)param_2);
  fVar1 = *(float *)(ZombieHunterLungeDistance._28_4_ + 0x2c);
  if (((byte)param_2[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
  }
  pCVar4 = (CNavArea *)(**(code **)(*(int *)param_2 + 0x52c))(param_2);
  SearchSurroundingAreas<EscapeScan>(pCVar4,(Vector *)(param_2 + 0x2e0),local_2c,fVar1,0,-1);
  if ((local_28 != 0) && (local_24 < 1)) {
    *(int *)(param_1 + 0x34) = local_28;
    cVar3 = INextBot::IsDebugging((INextBot *)(param_2 + 0x4028),1);
    if (cVar3 != '\0') {
      iVar2 = *(int *)(param_1 + 0x34);
      if (((byte)param_2[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
      }
      NDebugOverlay::HorzArrow
                ((Vector *)(param_2 + 0x2e0),(Vector *)(iVar2 + 0x2c),10.0,0xff,0xff,0,0xff,true,
                 10.0);
    }
    if (*(float *)(param_1 + 0x40) != -1.0) {
      (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
      *(undefined4 *)(param_1 + 0x40) = 0xbf800000;
    }
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    param_1[0x44] = (Hunter)0x0;
    return this;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(char **)(this + 8) = "No escape found!";
  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)