L L4D2node

JockeyLeap::OnStart

0x00ab53c0 · 604 bytes · __cdecl

_ZN10JockeyLeap7OnStartEP6JockeyP6ActionIS0_E

Decompiled

undefined (2 params)

/* JockeyLeap::OnStart(Jockey*, Action<Jockey>*) */

Jockey * JockeyLeap::OnStart(Jockey *param_1,Action *param_2)

{
  float fVar1;
  uint uVar2;
  int iVar3;
  undefined *puVar4;
  longdouble lVar5;
  
  uVar2 = *(uint *)(param_2 + 0x34);
  if (((((uVar2 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) ||
     ((((*(float *)(param_2 + 0x38) <= -0.01 || (0.01 <= *(float *)(param_2 + 0x38))) ||
       ((*(float *)(param_2 + 0x3c) <= -0.01 ||
        ((0.01 <= *(float *)(param_2 + 0x3c) || (*(float *)(param_2 + 0x40) <= -0.01)))))) ||
      (0.01 <= *(float *)(param_2 + 0x40))))) {
    iVar3 = GetDifficulty();
    if (iVar3 == 1) {
      lVar5 = (longdouble)RandomFloat(0x3dcccccd,0x3ea8f5c3);
      fVar1 = (float)lVar5;
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + fVar1 != *(float *)(param_2 + 0x5c)) {
        (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x5c);
        *(float *)(param_2 + 0x5c) = (float)lVar5 + fVar1;
      }
      if (fVar1 != *(float *)(param_2 + 0x58)) {
        (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x58);
        *(float *)(param_2 + 0x58) = fVar1;
      }
    }
    else if (iVar3 < 2) {
      if (iVar3 == 0) {
        lVar5 = (longdouble)RandomFloat(0x3e4ccccd,0x3f28f5c3);
        fVar1 = (float)lVar5;
        lVar5 = (longdouble)CountdownTimer::Now();
        if ((float)lVar5 + fVar1 != *(float *)(param_2 + 0x5c)) {
          (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x5c);
          *(float *)(param_2 + 0x5c) = (float)lVar5 + fVar1;
        }
        if (fVar1 != *(float *)(param_2 + 0x58)) {
          (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x58);
          *(float *)(param_2 + 0x58) = fVar1;
        }
      }
    }
    else if (iVar3 < 4) {
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + 0.1 != *(float *)(param_2 + 0x5c)) {
        (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x5c);
        *(float *)(param_2 + 0x5c) = (float)lVar5 + 0.1;
      }
      if (*(float *)(param_2 + 0x58) != 0.1) {
        (**(code **)(*(int *)(param_2 + 0x54) + 4))(param_2 + 0x54,param_2 + 0x58);
        *(undefined4 *)(param_2 + 0x58) = 0x3dcccccd;
      }
    }
    param_2[0x50] = (Action)0x0;
    *(undefined4 *)param_1 = 0;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
  }
  else {
    *(undefined4 *)param_1 = 3;
    *(undefined4 *)(param_1 + 4) = 0;
    *(char **)(param_1 + 8) = "No victim";
  }
  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)