ChasePath::IsRepathNeeded
0x003e3a60 · 261 bytes · __thiscall
_ZNK9ChasePath14IsRepathNeededEP8INextBotP11CBaseEntity
Decompiled
undefined (3 params)
/* ChasePath::IsRepathNeeded(INextBot*, CBaseEntity*) const */
bool __thiscall ChasePath::IsRepathNeeded(ChasePath *this,INextBot *param_1,CBaseEntity *param_2)
{
float *pfVar1;
float fVar2;
pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0xd4))(param_1);
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
}
fVar2 = SQRT((*(float *)(param_2 + 0x2e4) - pfVar1[1]) * (*(float *)(param_2 + 0x2e4) - pfVar1[1])
+ (*(float *)(param_2 + 0x2e0) - *pfVar1) * (*(float *)(param_2 + 0x2e0) - *pfVar1) +
(*(float *)(param_2 + 0x2e8) - pfVar1[2]) * (*(float *)(param_2 + 0x2e8) - pfVar1[2])
) * 0.33;
pfVar1 = (float *)(**(code **)(*(int *)this + 0x18))(this);
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
}
return fVar2 * fVar2 <
(*(float *)(param_2 + 0x2e4) - pfVar1[1]) * (*(float *)(param_2 + 0x2e4) - pfVar1[1]) +
(*(float *)(param_2 + 0x2e0) - *pfVar1) * (*(float *)(param_2 + 0x2e0) - *pfVar1) +
(*(float *)(param_2 + 0x2e8) - pfVar1[2]) * (*(float *)(param_2 + 0x2e8) - pfVar1[2]);
}
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.