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Feb 20th, 2020
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  1. _DWORD *__thiscall sub_10028C00(_DWORD *this)
  2. {
  3.   _DWORD *v1; // esi
  4.   const char **v2; // edi
  5.   signed int v3; // ebx
  6.   void (__thiscall *v4)(void *); // ecx
  7.   void (__thiscall *v5)(void *); // ecx
  8.   void (__thiscall *v6)(void *); // ecx
  9.   void (__thiscall *v7)(void *); // ecx
  10.   void (__thiscall *v8)(void *); // ecx
  11.   void (__thiscall *v9)(void *); // ecx
  12.   void (__thiscall *v10)(void *); // ecx
  13.   void (__thiscall *v11)(void *); // ecx
  14.   void (__thiscall *v12)(void *); // ecx
  15.   void (__thiscall *v13)(void *); // ecx
  16.   void (__thiscall *v14)(void *); // ecx
  17.   void (__thiscall *v15)(void *); // ecx
  18.   void (__thiscall *v16)(void *); // ecx
  19.   void (__thiscall *v17)(void *); // ecx
  20.   void (__thiscall *v18)(void *); // ecx
  21.   void (__thiscall *v19)(void *); // ecx
  22.   void (__thiscall *v20)(void *); // ecx
  23.   void (__thiscall *v21)(void *); // ecx
  24.   void (__thiscall *v22)(void *); // ecx
  25.   void (__thiscall *v23)(void *); // ecx
  26.   void (__thiscall *v24)(void *); // ecx
  27.   void (__thiscall *v25)(void *); // ecx
  28.   void (__thiscall *v26)(void *); // ecx
  29.   void (__thiscall *v27)(void *); // ecx
  30.   void (__thiscall *v28)(void *); // ecx
  31.   void (__thiscall *v29)(void *); // ecx
  32.   void (__thiscall *v30)(void *); // ecx
  33.   void (__thiscall *v31)(void *); // ecx
  34.   void (__thiscall *v32)(void *); // ecx
  35.   void (__thiscall *v33)(void *); // ecx
  36.   void (__thiscall *v34)(void *); // ecx
  37.   void (__thiscall *v35)(void *); // ecx
  38.   void (__thiscall *v36)(void *); // ecx
  39.   void (__thiscall *v37)(void *); // ecx
  40.   void (__thiscall *v38)(void *); // ecx
  41.   void (__thiscall *v39)(void *); // ecx
  42.   void (__thiscall *v40)(void *); // ecx
  43.   void (__thiscall *v41)(void *); // ecx
  44.   void (__thiscall *v42)(void *); // ecx
  45.   void (__thiscall *v43)(void *); // ecx
  46.   void (__thiscall *v44)(void *); // ecx
  47.   void (__thiscall *v45)(void *); // ecx
  48.   void (__thiscall *v46)(void *); // ecx
  49.   void (__thiscall *v47)(void *); // ecx
  50.   void (__thiscall *v48)(void *); // ecx
  51.   void (__thiscall *v49)(void *); // ecx
  52.   void (__thiscall *v50)(void *); // ecx
  53.   void (__thiscall *v51)(void *); // ecx
  54.   void (__thiscall *v52)(void *); // ecx
  55.   void (__thiscall *v53)(void *); // ecx
  56.   void (__thiscall *v54)(void *); // ecx
  57.   void (__thiscall *v55)(void *); // ecx
  58.   void (__thiscall *v56)(void *); // ecx
  59.   void (__thiscall *v57)(void *); // ecx
  60.   void (__thiscall *v58)(void *); // ecx
  61.   void (__thiscall *v59)(void *); // ecx
  62.   void (__thiscall *v60)(void *); // ecx
  63.   void (__thiscall *v61)(void *); // ecx
  64.   void (__thiscall *v62)(void *); // ecx
  65.   void (__thiscall *v63)(void *); // ecx
  66.   void (__thiscall *v64)(void *); // ecx
  67.   void (__thiscall *v65)(void *); // ecx
  68.   void (__thiscall *v66)(void *); // ecx
  69.   void (__thiscall *v67)(void *); // ecx
  70.   void (__thiscall *v68)(void *); // ecx
  71.   void (__thiscall *v69)(void *); // ecx
  72.   void (__thiscall *v70)(void *); // ecx
  73.   void (__thiscall *v71)(void *); // ecx
  74.   void (__thiscall *v72)(void *); // ecx
  75.   void (__thiscall *v73)(void *); // ecx
  76.   void (__thiscall *v74)(void *); // ecx
  77.   void (__thiscall *v75)(void *); // ecx
  78.   void (__thiscall *v76)(void *); // ecx
  79.   void (__thiscall *v77)(void *); // ecx
  80.   void (__thiscall *v78)(void *); // ecx
  81.   void (__thiscall *v79)(void *); // ecx
  82.   void (__thiscall *v80)(void *); // ecx
  83.   void (__thiscall *v81)(void *); // ecx
  84.   void (__thiscall *v82)(void *); // ecx
  85.   void (__thiscall *v83)(void *); // ecx
  86.   void (__thiscall *v84)(void *); // ecx
  87.   void (__thiscall *v85)(void *); // ecx
  88.   void (__thiscall *v86)(void *); // ecx
  89.   void (__thiscall *v87)(void *); // ecx
  90.   void (__thiscall *v88)(void *); // ecx
  91.   void (__thiscall *v90)(void *); // [esp-4h] [ebp-28h]
  92.   void (__thiscall **v91)(void *); // [esp+10h] [ebp-14h]
  93.   _DWORD *v92; // [esp+14h] [ebp-10h]
  94.   int v93; // [esp+20h] [ebp-4h]
  95.  
  96.   v1 = this;
  97.   v92 = this;
  98.   sub_100289D0();
  99.   v90 = sub_100643D0;
  100.   v93 = 0;
  101.   *v1 = &off_1027ED28;
  102.   `eh vector constructor iterator'(v1 + 33, 0xCu, 102, sub_10028760, v90);
  103.  LOBYTE(v93) = 1;
  104.  v2 = (v1 + 35);
  105.  v3 = 102;
  106.  do
  107.  {
  108.    v90 = "NoName";
  109.    *(v2 - 4) = 0;
  110.    sub_10028850(v2, v90);
  111.    v2 += 3;
  112.    --v3;
  113.  }
  114.  while ( v3 );
  115.  v90 = v4;
  116.  v91 = &v90;
  117.  sub_10003380(&v90, "Global Log");
  118.  sub_10028A30(v1, 0, v90);
  119.  v90 = v5;
  120.  v91 = &v90;
  121.  sub_10003380(&v90, "Multi-targeting (NPCs)");
  122.  sub_10028A30(v1, 7, v90);
  123.  v90 = v6;
  124.  v91 = &v90;
  125.  sub_10003380(&v90, "Infos For LD");
  126.  sub_10028A30(v1, 1, v90);
  127.  v90 = v7;
  128.  v91 = &v90;
  129.  sub_10003380(&v90, "Statistics");
  130.  sub_10028A30(v1, 6, v90);
  131.  v90 = v8;
  132.  v91 = &v90;
  133.  sub_10003380(&v90, "Who Killed Who");
  134.  sub_10028A30(v1, 8, v90);
  135.  v90 = v9;
  136.  v91 = &v90;
  137.  sub_10003380(&v90, "Spawning Position");
  138.  sub_10028A30(v1, 14, v90);
  139.  v90 = v10;
  140.  v91 = &v90;
  141.  sub_10003380(&v90, "NPC Mood");
  142.  sub_10028A30(v1, 16, v90);
  143.  v90 = v11;
  144.  v91 = &v90;
  145.  sub_10003380(&v90, "Control Point");
  146.  sub_10028A30(v1, 12, v90);
  147.  v90 = v12;
  148.  v91 = &v90;
  149.  sub_10003380(&v90, "Flag");
  150.  sub_10028A30(v1, 13, v90);
  151.  v90 = v13;
  152.  v91 = &v90;
  153.  sub_10003380(&v90, "AI Bhv Lite");
  154.  sub_10028A30(v1, 17, v90);
  155.  v90 = v14;
  156.  v91 = &v90;
  157.  sub_10003380(&v90, "AI Bhv");
  158.  sub_10028A30(v1, 18, v90);
  159.  v90 = v15;
  160.  v91 = &v90;
  161.  sub_10003380(&v90, "AI Archetype");
  162.  sub_10028A30(v1, 19, v90);
  163.  v90 = v16;
  164.  v91 = &v90;
  165.  sub_10003380(&v90, "Show Front Line");
  166.  sub_10028A30(v1, 20, v90);
  167.  v90 = v17;
  168.  v91 = &v90;
  169.  sub_10003380(&v90, "NPC Cover");
  170.  sub_10028A30(v1, 21, v90);
  171.  v90 = v18;
  172.  v91 = &v90;
  173.  sub_10003380(&v90, "Risk Gauge");
  174.  sub_10028A30(v1, 22, v90);
  175.  v90 = v19;
  176.  v91 = &v90;
  177.  sub_10003380(&v90, "Risk Gauge Light");
  178.  sub_10028A30(v1, 23, v90);
  179.  v90 = v20;
  180.  v91 = &v90;
  181.  sub_10003380(&v90, "Entity formation");
  182.  sub_10028A30(v1, 24, v90);
  183.  v90 = v21;
  184.  v91 = &v90;
  185.  sub_10003380(&v90, "Entity human");
  186.  sub_10028A30(v1, 25, v90);
  187.  v90 = v22;
  188.  v91 = &v90;
  189.  sub_10003380(&v90, "Entity Dead reckoning");
  190.  sub_10028A30(v1, 26, v90);
  191.  v90 = v23;
  192.  v91 = &v90;
  193.  sub_10003380(&v90, "Player");
  194.  sub_10028A30(v1, 28, v90);
  195.  v90 = v24;
  196.  v91 = &v90;
  197.  sub_10003380(&v90, "Weapon");
  198.  sub_10028A30(v1, 31, v90);
  199.  v90 = v25;
  200.  v91 = &v90;
  201.  sub_10003380(&v90, "Throw Item");
  202.  sub_10028A30(v1, 30, v90);
  203.  v90 = v26;
  204.  v91 = &v90;
  205.  sub_10003380(&v90, "Entity");
  206.  sub_10028A30(v1, 32, v90);
  207.  v90 = v27;
  208.  v91 = &v90;
  209.  sub_10003380(&v90, "Debug HUD");
  210.  sub_10028A30(v1, 33, v90);
  211.  v90 = v28;
  212.  v91 = &v90;
  213.  sub_10003380(&v90, "Dynamic Vehicles");
  214.  sub_10028A30(v1, 34, v90);
  215.  v90 = v29;
  216.  v91 = &v90;
  217.  sub_10003380(&v90, "Cover control");
  218.  sub_10028A30(v1, 35, v90);
  219.  v90 = v30;
  220.  v91 = &v90;
  221.  sub_10003380(&v90, "Sensor");
  222.  sub_10028A30(v1, 3, v90);
  223.  v90 = v31;
  224.  v91 = &v90;
  225.  sub_10003380(&v90, "Online");
  226.  sub_10028A30(v1, 36, v90);
  227.  v90 = v32;
  228.  v91 = &v90;
  229.  sub_10003380(&v90, "Cover Cross");
  230.  sub_10028A30(v1, 37, v90);
  231.  v90 = v33;
  232.  v91 = &v90;
  233.  sub_10003380(&v90, "Climb Down");
  234.  sub_10028A30(v1, 38, v90);
  235.  v90 = v34;
  236.  v91 = &v90;
  237.  sub_10003380(&v90, "Profile");
  238.  sub_10028A30(v1, 2, v90);
  239.  v90 = v35;
  240.  v91 = &v90;
  241.  sub_10003380(&v90, "Path");
  242.  sub_10028A30(v1, 5, v90);
  243.  v90 = v36;
  244.  v91 = &v90;
  245.  sub_10003380(&v90, "NPC Target");
  246.  sub_10028A30(v1, 39, v90);
  247.  v90 = v37;
  248.  v91 = &v90;
  249.  sub_10003380(&v90, "Spawner");
  250.  sub_10028A30(v1, 4, v90);
  251.  v90 = v38;
  252.  v91 = &v90;
  253.  sub_10003380(&v90, "NavPoint");
  254.  sub_10028A30(v1, 15, v90);
  255.  v90 = v39;
  256.  v91 = &v90;
  257.  sub_10003380(&v90, "Whistle");
  258.  sub_10028A30(v1, 43, v90);
  259.  v90 = v40;
  260.  v91 = &v90;
  261.  sub_10003380(&v90, "FireToAI");
  262.  sub_10028A30(v1, 44, v90);
  263.  v90 = v41;
  264.  v91 = &v90;
  265.  sub_10003380(&v90, "AIToFire");
  266.  sub_10028A30(v1, 45, v90);
  267.  v90 = v42;
  268.  v91 = &v90;
  269.  sub_10003380(&v90, "Launch My Map");
  270.  sub_10028A30(v1, 48, v90);
  271.  v90 = v43;
  272.  v91 = &v90;
  273.  sub_10003380(&v90, "Line of Fire");
  274.  sub_10028A30(v1, 47, v90);
  275.  v90 = v44;
  276.  v91 = &v90;
  277.  sub_10003380(&v90, "NPC Life");
  278.  sub_10028A30(v1, 75, v90);
  279.  v90 = v45;
  280.  v91 = &v90;
  281.  sub_10003380(&v90, "Sound");
  282.  sub_10028A30(v1, 49, v90);
  283.  v90 = v46;
  284.  v91 = &v90;
  285.  sub_10003380(&v90, "Animation");
  286.  sub_10028A30(v1, 52, v90);
  287.  v90 = v47;
  288.  v91 = &v90;
  289.  sub_10003380(&v90, "Zones Display");
  290.  sub_10028A30(v1, 56, v90);
  291.  v90 = v48;
  292.  v91 = &v90;
  293.  sub_10003380(&v90, "PathFind State");
  294.  sub_10028A30(v1, 53, v90);
  295.  v90 = v49;
  296.  v91 = &v90;
  297.  sub_10003380(&v90, "PathFind Failed");
  298.  sub_10028A30(v1, 54, v90);
  299.  v90 = v50;
  300.  v91 = &v90;
  301.  sub_10003380(&v90, "Test Shoot");
  302.  sub_10028A30(v1, 57, v90);
  303.  v90 = v51;
  304.  v91 = &v90;
  305.  sub_10003380(&v90, "DynObject State");
  306.  sub_10028A30(v1, 55, v90);
  307.  v90 = v52;
  308.  v91 = &v90;
  309.  sub_10003380(&v90, "Intel");
  310.  sub_10028A30(v1, 58, v90);
  311.  v90 = v53;
  312.  v91 = &v90;
  313.  sub_10003380(&v90, "Tmp - not to submit -");
  314.  sub_10028A30(v1, 50, v90);
  315.  v90 = v54;
  316.  v91 = &v90;
  317.  sub_10003380(&v90, "New NPC Bhv ");
  318.  sub_10028A30(v1, 60, v90);
  319.  v90 = v55;
  320.  v91 = &v90;
  321.  sub_10003380(&v90, "Online Stress test");
  322.  sub_10028A30(v1, 59, v90);
  323.  v90 = v56;
  324.  v91 = &v90;
  325.  sub_10003380(&v90, "Online Stress stat");
  326.  sub_10028A30(v1, 64, v90);
  327.  v90 = v57;
  328.  v91 = &v90;
  329.  sub_10003380(&v90, "Chaingun Debug preFire");
  330.  sub_10028A30(v1, 63, v90);
  331.  v90 = v58;
  332.  v91 = &v90;
  333.  sub_10003380(&v90, "Event");
  334.  sub_10028A30(v1, 10, v90);
  335.  v90 = v59;
  336.  v91 = &v90;
  337.  sub_10003380(&v90, "SaveAndLoad");
  338.  sub_10028A30(v1, 11, v90);
  339.  v90 = v60;
  340.  v91 = &v90;
  341.  sub_10003380(&v90, "Camera");
  342.  sub_10028A30(v1, 65, v90);
  343.  v90 = v61;
  344.  v91 = &v90;
  345.  sub_10003380(&v90, "Quick Moves");
  346.  sub_10028A30(v1, 62, v90);
  347.  v90 = v62;
  348.  v91 = &v90;
  349.  sub_10003380(&v90, "Thrown Item NPC Avoiding");
  350.  sub_10028A30(v1, 61, v90);
  351.  v90 = v63;
  352.  v91 = &v90;
  353.  sub_10003380(&v90, "NPC warnings");
  354.  sub_10028A30(v1, 66, v90);
  355.  v90 = v64;
  356.  v91 = &v90;
  357.  sub_10003380(&v90, "Sprite stuffs");
  358.  sub_10028A30(v1, 68, v90);
  359.  v90 = v65;
  360.  v91 = &v90;
  361.  sub_10003380(&v90, "Log NPC Order stop");
  362.  sub_10028A30(v1, 67, v90);
  363.  v90 = v66;
  364.  v91 = &v90;
  365.  sub_10003380(&v90, "TRC");
  366.  sub_10028A30(v1, 69, v90);
  367.  v90 = v67;
  368.  v91 = &v90;
  369.  sub_10003380(&v90, "TM8_DBG");
  370.  sub_10028A30(v1, 70, v90);
  371.  v90 = v68;
  372.  v91 = &v90;
  373.  sub_10003380(&v90, "Display Distance");
  374.  sub_10028A30(v1, 71, v90);
  375.  v90 = v69;
  376.  v91 = &v90;
  377.  sub_10003380(&v90, "Online Tracking");
  378.  sub_10028A30(v1, 72, v90);
  379.  v90 = v70;
  380.  v91 = &v90;
  381.  sub_10003380(&v90, "Synapse");
  382.  sub_10028A30(v1, 74, v90);
  383.  v90 = v71;
  384.  v91 = &v90;
  385.  sub_10003380(&v90, "Stressing Manager");
  386.  sub_10028A30(v1, 79, v90);
  387.  v90 = v72;
  388.  v91 = &v90;
  389.  sub_10003380(&v90, "Spline Tools");
  390.  sub_10028A30(v1, 80, v90);
  391.  v90 = v73;
  392.  v91 = &v90;
  393.  sub_10003380(&v90, "Look At Tools");
  394.  sub_10028A30(v1, 83, v90);
  395.  v90 = v74;
  396.  v91 = &v90;
  397.  sub_10003380(&v90, "See/hide cone of Aim Snap");
  398.  sub_10028A30(v1, 81, v90);
  399.  v90 = v75;
  400.  v91 = &v90;
  401.  sub_10003380(&v90, "UnspawnManager");
  402.  sub_10028A30(v1, 82, v90);
  403.  v90 = v76;
  404.  v91 = &v90;
  405.  sub_10003380(&v90, "Tutorial");
  406.  sub_10028A30(v1, 77, v90);
  407.  v90 = v77;
  408.  v91 = &v90;
  409.  sub_10003380(&v90, "Voices");
  410.  sub_10028A30(v1, 51, v90);
  411.  v90 = v78;
  412.  v91 = &v90;
  413.  sub_10003380(&v90, "Matchmaking");
  414.  sub_10028A30(v1, 84, v90);
  415.  v90 = v79;
  416.  v91 = &v90;
  417.  sub_10003380(&v90, "Ladder");
  418.  sub_10028A30(v1, 86, v90);
  419.  v90 = v80;
  420.  v91 = &v90;
  421.  sub_10003380(&v90, "Stimuli See");
  422.  sub_10028A30(v1, 88, v90);
  423.  v90 = v81;
  424.  v91 = &v90;
  425.  sub_10003380(&v90, "Player Speed");
  426.  sub_10028A30(v1, 90, v90);
  427.  v90 = v82;
  428.  v91 = &v90;
  429.  sub_10003380(&v90, "InCover States");
  430.  sub_10028A30(v1, 89, v90);
  431.  v90 = v83;
  432.  v91 = &v90;
  433.  sub_10003380(&v90, "Music");
  434.  sub_10028A30(v1, 93, v90);
  435.  v90 = v84;
  436.  v91 = &v90;
  437.  sub_10003380(&v90, "Statistics (PC)");
  438.  sub_10028A30(v1, 96, v90);
  439.  v90 = v85;
  440.  v91 = &v90;
  441.  sub_10003380(&v90, "Advanced weapon creation");
  442.  sub_10028A30(v1, 98, v90);
  443.  v90 = v86;
  444.  v91 = &v90;
  445.  sub_10003380(&v90, "GRO Explosion");
  446.  sub_10028A30(v1, 99, v90);
  447.  v90 = v87;
  448.  v91 = &v90;
  449.  sub_10003380(&v90, "Achievements");
  450.  sub_10028A30(v1, 94, v90);
  451.  v90 = v88;
  452.  v91 = &v90;
  453.  sub_10003380(&v90, "Timer");
  454.  sub_10028A30(v1, 101, v90);
  455.  v1[351] = 0;
  456.  v1[339] = 2;
  457.  v1[350] = 0;
  458.  return v1;
  459. }
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