L L4D2node

Action<Hunter>::InvokeUpdate

0x00aa29d0 · 426 bytes · __cdecl

_ZN6ActionI6HunterE12InvokeUpdateEPS0_P8BehaviorIS0_Ef

Decompiled

undefined (3 params)

/* Action<Hunter>::InvokeUpdate(Hunter*, Behavior<Hunter>*, float) */

Hunter * Action<Hunter>::InvokeUpdate(Hunter *param_1,Behavior *param_2,float param_3)

{
  uint uVar1;
  undefined4 uVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  undefined4 in_stack_00000010;
  int local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar5 = *(int *)(param_2 + 0x14);
  if (iVar5 != 0) {
    uVar1 = *(uint *)(iVar5 + 0x20);
    iVar3 = iVar5;
    while( true ) {
      if ((uVar1 & 0xfffffffd) == 1) {
        *(undefined4 *)param_1 = 3;
        *(undefined4 *)(param_1 + 4) = 0;
        *(char **)(param_1 + 8) = "Out of scope";
        return param_1;
      }
      iVar3 = *(int *)(iVar3 + 0x14);
      if (iVar3 == 0) break;
      uVar1 = *(uint *)(iVar3 + 0x20);
    }
  }
  if (param_2[0x30] == (Behavior)0x0) {
    *(undefined4 *)param_1 = 1;
    *(Behavior **)(param_1 + 4) = param_2;
    *(char **)(param_1 + 8) = "Starting Action";
  }
  else {
    iVar3 = *(int *)(param_2 + 0x20);
    if (iVar3 - 1U < 3) {
      uVar2 = *(undefined4 *)(param_2 + 0x28);
      *(undefined4 *)(param_2 + 0x20) = 0;
      uVar4 = *(undefined4 *)(param_2 + 0x24);
      *(undefined4 *)(param_2 + 0x28) = 0;
      *(undefined4 *)(param_2 + 0x24) = 0;
      *(undefined4 *)(param_2 + 0x2c) = 0;
LAB_00aa2a6d:
      *(int *)param_1 = iVar3;
      *(undefined4 *)(param_1 + 4) = uVar4;
      *(undefined4 *)(param_1 + 8) = uVar2;
      return param_1;
    }
    for (; iVar5 != 0; iVar5 = *(int *)(iVar5 + 0x14)) {
      if (*(int *)(iVar5 + 0x20) == 2) {
        uVar2 = *(undefined4 *)(iVar5 + 0x28);
        *(undefined4 *)(iVar5 + 0x20) = 0;
        iVar3 = 2;
        uVar4 = *(undefined4 *)(iVar5 + 0x24);
        *(undefined4 *)(iVar5 + 0x28) = 0;
        *(undefined4 *)(iVar5 + 0x24) = 0;
        *(undefined4 *)(iVar5 + 0x2c) = 0;
        goto LAB_00aa2a6d;
      }
    }
    (**(code **)(*(int *)param_2 + 0xb4))(&local_34,param_2,param_3);
    if ((2 < local_34 - 1U) && (*(Behavior **)(param_2 + 0x10) != (Behavior *)0x0)) {
      InvokeUpdate((Hunter *)&local_28,*(Behavior **)(param_2 + 0x10),param_3);
      uVar2 = ApplyResult(*(undefined4 *)(param_2 + 0x10),param_3,in_stack_00000010,local_28,
                          local_24,local_20);
      *(undefined4 *)(param_2 + 0x10) = uVar2;
    }
    *(int *)param_1 = local_34;
    *(undefined4 *)(param_1 + 4) = local_30;
    *(undefined4 *)(param_1 + 8) = local_2c;
  }
  return param_1;
}

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)