L L4D2node

HunterLungeAtVictim::Update

0x00aa0310 · 851 bytes · __thiscall

_ZN19HunterLungeAtVictim6UpdateEP6Hunterf

Decompiled

undefined (3 params)

/* HunterLungeAtVictim::Update(Hunter*, float) */

HunterLungeAtVictim * __thiscall
HunterLungeAtVictim::Update(HunterLungeAtVictim *this,Hunter *param_1,float param_2)

{
  uint uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  int *piVar5;
  longdouble lVar6;
  undefined4 local_20;
  
  uVar1 = *(uint *)(param_1 + 0x34);
  if ((((uVar1 == 0xffffffff) ||
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Lost our victim";
    return this;
  }
  uVar1 = *(uint *)((int)param_2 + 0x30bc);
  if (((uVar1 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
      (piVar5 = *(int **)(puVar4 + 4), piVar5 != (int *)0x0)))) {
    (**(code **)(*(int *)param_2 + 0x980))(param_2,0xbf800000);
    lVar6 = (longdouble)CountdownTimer::Now();
    if (*(float *)(param_1 + 0x50) <= (float)lVar6) {
      if ((param_1[0x44] == (Hunter)0x0) &&
         (cVar2 = (**(code **)(*piVar5 + 0x32c))(piVar5), cVar2 != '\0')) {
        (**(code **)(*(int *)param_2 + 0x938))(param_2,0xbf800000);
        param_1[0x44] = (Hunter)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;
        }
        lVar6 = (longdouble)CountdownTimer::Now();
        if ((float)lVar6 + 1.0 != *(float *)(param_1 + 0x5c)) {
          (**(code **)(*(int *)(param_1 + 0x54) + 4))(param_1 + 0x54,param_1 + 0x5c);
          *(float *)(param_1 + 0x5c) = (float)lVar6 + 1.0;
        }
        if (*(float *)(param_1 + 0x58) != 1.0) {
          (**(code **)(*(int *)(param_1 + 0x54) + 4))(param_1 + 0x54,param_1 + 0x58);
          *(undefined4 *)(param_1 + 0x58) = 0x3f800000;
        }
      }
      uVar1 = *(uint *)(param_1 + 0x34);
      piVar5 = (int *)0x0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        piVar5 = *(int **)(puVar4 + 4);
      }
      puVar3 = (undefined4 *)(**(code **)(*piVar5 + 0x288))(piVar5);
      *(undefined4 *)(param_1 + 0x38) = *puVar3;
      *(undefined4 *)(param_1 + 0x3c) = puVar3[1];
      *(undefined4 *)(param_1 + 0x40) = puVar3[2];
      piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
      (**(code **)(*piVar5 + 0xb4))(piVar5,param_1 + 0x38,0x3f800000);
    }
    piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
    local_20 = 0;
    uVar1 = *(uint *)(param_1 + 0x34);
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      local_20 = *(undefined4 *)(puVar4 + 4);
    }
    (**(code **)(*piVar5 + 0xc4))(piVar5,local_20,0,0,0,0,1,0x3e800000);
    if ((param_1[0x44] != (Hunter)0x0) &&
       (lVar6 = (longdouble)CountdownTimer::Now(), *(float *)(param_1 + 0x5c) <= (float)lVar6)) {
      piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
      cVar2 = (**(code **)(*piVar5 + 0xf8))(piVar5);
      if (cVar2 != '\0') {
        *(undefined4 *)this = 3;
        *(undefined4 *)(this + 4) = 0;
        *(char **)(this + 8) = "Landed";
        return this;
      }
    }
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(char **)(this + 8) = "No vomit ability!";
  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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