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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.