L L4D2node

SmokerRetreatToCover::Update

0x00ac9ad0 · 355 bytes · __thiscall

_ZN20SmokerRetreatToCover6UpdateEP6Smokerf

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  char cVar2;
  INextBot *pIVar3;
  int iVar4;
  int *piVar5;
  undefined *puVar6;
  
  pIVar3 = (INextBot *)0x0;
  if (param_2 != 0.0) {
    pIVar3 = (INextBot *)((int)param_2 + 0x4028);
  }
  PathFollower::Update((PathFollower *)(param_1 + 0x34),pIVar3);
  CDirectorTacticalServices::IsVisibleToTeam
            (*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_2,2,1,0.0,
             (TerrorNavArea *)0x0);
  iVar4 = BossZombiePlayerBot::ChooseVictim
                    ((BossZombiePlayerBot *)param_2,(CTerrorPlayer *)0x0,0,
                     (CBaseCombatCharacter *)0x0);
  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), iVar4 != 0 && (piVar5 != (int *)0x0)) &&
      ((cVar2 = (**(code **)(*piVar5 + 0x32c))(piVar5), cVar2 != '\0' &&
       (cVar2 = (**(code **)(*(int *)((int)param_2 + 0x4028) + 0x114))
                          ((INextBot *)((int)param_2 + 0x4028),iVar4,
                           *(undefined4 *)(TongueRange._28_4_ + 0x2c)), cVar2 != '\0')))))) {
    piVar5 = (int *)(**(code **)(*(int *)param_2 + 0x9bc))(param_2);
    cVar2 = (**(code **)(*piVar5 + 0xf8))(piVar5,iVar4,0);
    if (cVar2 != '\0') {
      *(undefined4 *)this = 3;
      *(undefined4 *)(this + 4) = 0;
      *(char **)(this + 8) = "Opportunistic attack possible, giving up";
      return this;
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)