L L4D2node

SmokerMoveToAttackPosition::Update

0x00ac7670 · 752 bytes · __thiscall

_ZN26SmokerMoveToAttackPosition6UpdateEP6Smokerf

Decompiled

undefined (3 params)

/* SmokerMoveToAttackPosition::Update(Smoker*, float) */

SmokerMoveToAttackPosition * __thiscall
SmokerMoveToAttackPosition::Update(SmokerMoveToAttackPosition *this,Smoker *param_1,float param_2)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  SmokerMoveToAttackPosition *this_00;
  int iVar4;
  int *piVar5;
  SmokerTongueVictim *this_01;
  undefined *puVar6;
  int iVar7;
  CTerrorPlayer *pCVar8;
  longdouble lVar9;
  
  uVar1 = *(uint *)((int)param_2 + 0x30bc);
  if ((((uVar1 == 0xffffffff) ||
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
     (piVar5 = *(int **)(puVar6 + 4), piVar5 == (int *)0x0)) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "No ability!";
    return this;
  }
  pCVar8 = (CTerrorPlayer *)0x0;
  uVar1 = *(uint *)(param_1 + 0x34);
  if (((uVar1 != 0xffffffff) &&
      (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
    pCVar8 = *(CTerrorPlayer **)(puVar6 + 4);
  }
  pCVar8 = (CTerrorPlayer *)
           BossZombiePlayerBot::ChooseVictim
                     ((BossZombiePlayerBot *)param_2,pCVar8,0,(CBaseCombatCharacter *)0x0);
  if (pCVar8 == (CTerrorPlayer *)0x0) {
LAB_00ac7829:
    PathFollower::Update((PathFollower *)(param_1 + 0x38),(INextBot *)((int)param_2 + 0x4028));
    if (*(int *)(param_1 + 0x443c) < 1) {
      CBaseEntity::SetAbsVelocity((CBaseEntity *)param_2,(Vector *)&vec3_origin);
    }
    piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
    cVar2 = (**(code **)(*piVar5 + 0xd4))(piVar5);
    if ((cVar2 == '\0') &&
       (((0.0 < *(float *)(param_1 + 0x482c) &&
         (lVar9 = (longdouble)CountdownTimer::Now(), *(float *)(param_1 + 0x482c) <= (float)lVar9))
        || ((*(int *)(param_1 + 0x443c) < 1 &&
            (lVar9 = (longdouble)CountdownTimer::Now(), *(float *)(param_1 + 0x4820) <= (float)lVar9
            )))))) {
      ComputePath((SmokerMoveToAttackPosition *)param_1,(Smoker *)param_2);
    }
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
  (**(code **)(*piVar3 + 0xc4))(piVar3,pCVar8,2,0x3f800000,0,"Aiming at victim",1,0x3e800000);
  cVar2 = (**(code **)(*piVar5 + 0x33c))(piVar5);
  if (cVar2 != '\0') {
    this_01 = ::operator_new(0x48);
                    /* try { // try from 00ac791d to 00ac7921 has its CatchHandler @ 00ac7989 */
    SmokerTongueVictim::SmokerTongueVictim(this_01,pCVar8);
    *(undefined4 *)this = 1;
    *(SmokerTongueVictim **)(this + 4) = this_01;
    *(char **)(this + 8) = "Victim is close, attack!";
    return this;
  }
  uVar1 = *(uint *)(param_1 + 0x34);
  if (((uVar1 != 0xffffffff) &&
      (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))) {
    if (*(int *)(pCVar8 + 0x30) == 0) {
      iVar4 = 0;
    }
    else {
      iVar4 = *(int *)(pCVar8 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    iVar7 = *(int *)(*(int *)(puVar6 + 4) + 0x30);
    if (iVar7 == 0) {
      iVar7 = 0;
    }
    else {
      iVar7 = iVar7 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    if (iVar4 == iVar7) goto LAB_00ac7829;
  }
  this_00 = ::operator_new(0x4830);
                    /* try { // try from 00ac77cf to 00ac77d3 has its CatchHandler @ 00ac7977 */
  SmokerMoveToAttackPosition(this_00,pCVar8);
  *(undefined4 *)this = 1;
  *(SmokerMoveToAttackPosition **)(this + 4) = this_00;
  *(char **)(this + 8) = "Changing to new victim";
  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)