CCSGameRules::GetAmountOfEntityVisible
0x004365d0 · 1104 bytes · __thiscall
_ZN12CCSGameRules24GetAmountOfEntityVisibleER6VectorP11CBaseEntity
Decompiled
undefined (3 params)
/* CCSGameRules::GetAmountOfEntityVisible(Vector&, CBaseEntity*) */
longdouble __thiscall
CCSGameRules::GetAmountOfEntityVisible(CCSGameRules *this,Vector *param_1,CBaseEntity *param_2)
{
char cVar1;
int iVar2;
int *piVar3;
longdouble lVar4;
longdouble lVar5;
longdouble lVar6;
longdouble lVar7;
longdouble lVar8;
float fVar9;
undefined4 local_64;
undefined4 local_60;
float local_5c;
Vector local_58 [8];
float local_50;
undefined4 local_4c;
undefined4 local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar2 = (**(code **)(*(int *)param_2 + 0x144))(param_2);
if (iVar2 != 0) {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
cVar1 = (**(code **)(*piVar3 + 0x558))(piVar3);
if (cVar1 != '\0') {
return (longdouble)0;
}
}
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar1 == '\0') {
(**(code **)(*(int *)param_2 + 0x244))(&local_28,param_2,param_1,0);
local_34 = local_28;
local_30 = local_24;
local_2c = local_20;
lVar4 = (longdouble)GetExplosionDamageAdjustment(this,param_1,(Vector *)&local_34,param_2);
}
else {
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
}
local_64 = *(undefined4 *)(param_2 + 0x2e0);
local_60 = *(undefined4 *)(param_2 + 0x2e4);
local_5c = *(float *)(param_2 + 0x2e8);
(**(code **)(*(int *)param_2 + 0x244))(local_58,param_2,param_1,0);
fVar9 = local_50 - local_5c;
if (((byte)param_2[0x14d] & 8) == 0) {
local_4c = *(undefined4 *)(param_2 + 0x2e0);
local_48 = *(undefined4 *)(param_2 + 0x2e4);
local_44 = *(float *)(param_2 + 0x2e8) + 71.0;
}
else {
CBaseEntity::CalcAbsolutePosition(param_2);
local_4c = *(undefined4 *)(param_2 + 0x2e0);
local_48 = *(undefined4 *)(param_2 + 0x2e4);
local_44 = *(float *)(param_2 + 0x2e8) + 71.0;
if ((*(uint *)(param_2 + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
}
}
AngleVectors((QAngle *)(param_2 + 0x37c),(Vector *)0x0,(Vector *)&local_40,(Vector *)0x0);
VectorNormalize((Vector *)&local_40);
local_40 = local_40 * 16.0;
local_3c = local_3c * 16.0;
local_38 = local_38 * 16.0;
if (((byte)param_2[0x14d] & 8) == 0) {
local_28 = *(float *)(param_2 + 0x2e0);
local_24 = *(float *)(param_2 + 0x2e4);
local_20 = *(float *)(param_2 + 0x2e8);
local_34 = local_28 - local_40;
local_30 = local_24 - local_3c;
local_2c = local_20 + fVar9;
}
else {
CBaseEntity::CalcAbsolutePosition(param_2);
local_28 = *(float *)(param_2 + 0x2e0);
local_24 = *(float *)(param_2 + 0x2e4);
local_20 = *(float *)(param_2 + 0x2e8);
local_34 = local_28 - local_40;
local_30 = local_24 - local_3c;
local_2c = local_20 + fVar9;
if ((*(uint *)(param_2 + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
local_28 = *(float *)(param_2 + 0x2e0);
local_24 = *(float *)(param_2 + 0x2e4);
local_20 = *(float *)(param_2 + 0x2e8);
}
}
local_20 = fVar9 + local_20;
local_28 = local_40 + local_28;
local_24 = local_3c + local_24;
lVar4 = (longdouble)GetExplosionDamageAdjustment(this,param_1,local_58,param_2);
lVar5 = (longdouble)GetExplosionDamageAdjustment(this,param_1,(Vector *)&local_4c,param_2);
lVar6 = (longdouble)GetExplosionDamageAdjustment(this,param_1,(Vector *)&local_64,param_2);
lVar7 = (longdouble)GetExplosionDamageAdjustment(this,param_1,(Vector *)&local_34,param_2);
lVar8 = (longdouble)GetExplosionDamageAdjustment(this,param_1,(Vector *)&local_28,param_2);
lVar4 = (longdouble)
((float)lVar8 * 0.1 +
(float)lVar5 * 0.2 + (float)lVar4 * 0.4 + (float)lVar6 * 0.2 + (float)lVar7 * 0.1);
}
return lVar4;
}
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.