L L4D2node

Test_RandomizeInPVS

0x00af4120 · 353 bytes · __cdecl

_Z19Test_RandomizeInPVSRK8CCommand

Decompiled

undefined (1 param)

/* Test_RandomizeInPVS(CCommand const&) */

void Test_RandomizeInPVS(CCommand *param_1)

{
  uint uVar1;
  CBaseEntity *this;
  CBaseEdict *this_00;
  long lVar2;
  undefined *puVar3;
  int iVar4;
  uint *puVar5;
  char *__nptr;
  uint uVar6;
  int iVar7;
  
  if ((*(int *)param_1 < 2) &&
     (Error("Test_RandomizeInPVS <percentage chance to change>"), *(int *)param_1 < 2)) {
    __nptr = "";
  }
  else {
    __nptr = *(char **)(param_1 + 0x40c);
  }
  iVar7 = 0;
  lVar2 = strtol(__nptr,(char **)0x0,10);
  if (DAT_0102ca10 < 1) {
    return;
  }
  do {
    while ((((uVar1 = *(uint *)(g_StressEntities + iVar7 * 4), uVar1 == 0xffffffff ||
             (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
           ((this = *(CBaseEntity **)(puVar3 + 4), this == (CBaseEntity *)0x0 ||
            (iVar4 = RandomInt(0,100), lVar2 <= iVar4))))) {
LAB_00af4170:
      iVar7 = iVar7 + 1;
      if (DAT_0102ca10 <= iVar7) {
        return;
      }
    }
    uVar1 = *(uint *)(this + 0xd4);
    if ((uVar1 & 0x20) == 0) {
      CBaseEntity::AddEffects(this,0x20);
      goto LAB_00af4170;
    }
    uVar6 = uVar1 & 0xffffffdf;
    if (uVar1 == uVar6) {
      puVar5 = *(uint **)(this + 0x30);
    }
    else if (this[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      puVar5 = (uint *)0x0;
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar4 + 2) = 0;
        puVar5 = *(uint **)(this + 0x30);
      }
      *(uint *)(this + 0xd4) = uVar6;
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
      *(uint *)(this + 0xd4) = uVar6;
      puVar5 = *(uint **)(this + 0x30);
    }
    if (puVar5 != (uint *)0x0) {
      *puVar5 = *puVar5 | 0x80;
    }
    iVar7 = iVar7 + 1;
    CBaseEntity::DispatchUpdateTransmitState(this);
    if (DAT_0102ca10 <= iVar7) {
      return;
    }
  } while( true );
}

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)