ZombieBotVision::GetRecognizedCount
0x0053e460 · 117 bytes · __thiscall
_ZNK15ZombieBotVision18GetRecognizedCountEif
Decompiled
undefined (3 params)
/* ZombieBotVision::GetRecognizedCount(int, float) const */
bool __thiscall ZombieBotVision::GetRecognizedCount(ZombieBotVision *this,int param_1,float param_2)
{
uint uVar1;
bool bVar2;
undefined *puVar3;
if (param_1 == 3) {
return false;
}
uVar1 = *(uint *)(this + 0x148);
bVar2 = false;
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar3 + 4) != 0 && (bVar2 = true, 0.0 < param_2)))) {
return *(float *)(this + 0x14c) <= param_2 * param_2;
}
return bVar2;
}
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.