L L4D2node

CollectClosestCommonInfectedScan::operator()

0x0056b920 · 664 bytes · __thiscall

_ZN32CollectClosestCommonInfectedScanclEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CollectClosestCommonInfectedScan::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */

undefined4 __thiscall
CollectClosestCommonInfectedScan::operator()
          (CollectClosestCommonInfectedScan *this,CBaseCombatCharacter *param_1)

{
  CBaseCombatCharacter *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  float local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,
               "/data/src/game/server/terror/terrorfunctorutils.h",0x58b,
               &operator()(CBaseCombatCharacter*)::tm_fmt,"(%s)%s","Unaccounted",
               "CollectClosestCommonInfectedScan()");
    local_10 = ___atan2f_finite;
  }
  iVar4 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
  if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
                    /* try { // try from 0056ba86 to 0056bad4 has its CatchHandler @ 0056bbd5 */
    iVar3 = ThreadGetCurrentId();
    if (iVar4 == iVar3) {
      if ((char *)*_DAT_0105d15c != "CollectClosestCommonInfectedScan()") {
        _DAT_0105d15c =
             (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc510e4,(char *)0x1,0xbfafa1);
      }
      CVProfNode::EnterScope();
      DAT_0105d158 = '\0';
    }
  }
                    /* try { // try from 0056b9db to 0056b9e0 has its CatchHandler @ 0056bbea */
  cVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
  pCVar1 = param_1;
  if (cVar2 != '\0') {
                    /* try { // try from 0056bafe to 0056bbcf has its CatchHandler @ 0056bbea */
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar4 == 3) {
      iVar4 = (**(code **)(*(int *)pCVar1 + 0x544))(pCVar1);
      pCVar1 = param_1;
      if ((iVar4 == 0) && (*(CBaseCombatCharacter **)(this + 0x18) != param_1)) {
        if (((byte)param_1[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
        }
        local_28 = (*(float *)(this + 4) - *(float *)(pCVar1 + 0x2e0)) *
                   (*(float *)(this + 4) - *(float *)(pCVar1 + 0x2e0)) +
                   (*(float *)(this + 8) - *(float *)(pCVar1 + 0x2e4)) *
                   (*(float *)(this + 8) - *(float *)(pCVar1 + 0x2e4)) +
                   (*(float *)(this + 0xc) - *(float *)(pCVar1 + 0x2e8)) *
                   (*(float *)(this + 0xc) - *(float *)(pCVar1 + 0x2e8));
        if ((local_28 < *(float *)(this + 0x10) || local_28 == *(float *)(this + 0x10)) &&
           (*(int *)(this + 0x28) < *(int *)(this + 0x14))) {
          CUtlVector<CBaseCombatCharacter*,CUtlMemory<CBaseCombatCharacter*,int>>::InsertBefore
                    ((CUtlVector<CBaseCombatCharacter*,CUtlMemory<CBaseCombatCharacter*,int>> *)
                     (this + 0x1c),*(int *)(this + 0x28),&param_1);
          CUtlVector<float,CUtlMemory<float,int>>::InsertBefore
                    ((CUtlVector<float,CUtlMemory<float,int>> *)(this + 0x30),*(int *)(this + 0x3c),
                     &local_28);
        }
      }
    }
  }
  iVar4 = _DAT_0105db00;
  if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
    iVar3 = ThreadGetCurrentId();
    if (iVar4 == iVar3) {
      cVar2 = CVProfNode::ExitScope();
      if (cVar2 != '\0') {
        _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
      }
      DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
    }
  }
  if (local_10 != 0) {
    (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
  }
  return 1;
}

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)