L L4D2node

Script_RushVictim

0x00b45050 · 205 bytes · __cdecl

_ZL17Script_RushVictimP9HSCRIPT__f

Decompiled

undefined (2 params)

/* Script_RushVictim(HSCRIPT__*, float) */

void Script_RushVictim(HSCRIPT__ *param_1,float param_2)

{
  code *pcVar1;
  char cVar2;
  ScriptClassDesc_t *pSVar3;
  int *piVar4;
  CBaseCombatCharacter *pCVar5;
  int iVar6;
  uint uVar7;
  int iVar8;
  NextBotAttackTheIT local_28 [24];
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    piVar4 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar3);
    if ((piVar4 != (int *)0x0) &&
       (pCVar5 = (CBaseCombatCharacter *)(**(code **)(*piVar4 + 0x144))(piVar4),
       pCVar5 != (CBaseCombatCharacter *)0x0)) goto LAB_00b4509f;
  }
  pCVar5 = (CBaseCombatCharacter *)CDirectorTacticalServices::GetRandomSurvivor();
  if (pCVar5 == (CBaseCombatCharacter *)0x0) {
    return;
  }
LAB_00b4509f:
  NextBotAttackTheIT::NextBotAttackTheIT(local_28,pCVar5,param_2);
  iVar6 = TheNextBots();
  uVar7 = (uint)*(ushort *)(iVar6 + 0x10);
  if (uVar7 != 0xffff) {
    iVar8 = *(int *)(iVar6 + 4);
    do {
      cVar2 = NextBotAttackTheIT::operator()(local_28,*(INextBot **)(iVar8 + uVar7 * 8));
      if (cVar2 == '\0') {
        return;
      }
      iVar8 = *(int *)(iVar6 + 4);
      uVar7 = (uint)*(ushort *)(iVar8 + 6 + uVar7 * 8);
    } while (uVar7 != 0xffff);
  }
  return;
}

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)