CBaseCombatCharacter::FindHealthItem
0x005f4860 · 364 bytes · __thiscall
_ZN20CBaseCombatCharacter14FindHealthItemERK6VectorS2_
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::FindHealthItem(Vector const&, Vector const&) */
CBaseEntity * __thiscall
CBaseCombatCharacter::FindHealthItem(CBaseCombatCharacter *this,Vector *param_1,Vector *param_2)
{
char cVar1;
int iVar2;
CBaseEntity *pCVar3;
int iVar4;
float local_1048;
float local_1044;
float local_1040;
float local_103c;
float local_1038;
float local_1034;
CFlaggedEntitiesEnum local_1030 [20];
CBaseEntity *local_101c [1027];
local_103c = *(float *)param_2 + *(float *)param_1;
local_1048 = *(float *)param_1 - *(float *)param_2;
local_1038 = *(float *)(param_2 + 4) + *(float *)(param_1 + 4);
local_1044 = *(float *)(param_1 + 4) - *(float *)(param_2 + 4);
local_1034 = *(float *)(param_2 + 8) + *(float *)(param_1 + 8);
local_1040 = *(float *)(param_1 + 8) - *(float *)(param_2 + 8);
CFlaggedEntitiesEnum::CFlaggedEntitiesEnum(local_1030,local_101c,0x400,0);
iVar4 = 0;
iVar2 = UTIL_EntitiesInBox((Vector *)&local_1048,(Vector *)&local_103c,local_1030);
if (0 < iVar2) {
do {
pCVar3 = local_101c[iVar4];
if ((((pCVar3 != (CBaseEntity *)0x0) &&
(pCVar3 = (CBaseEntity *)__dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&CItem::typeinfo,0)
, pCVar3 != (CBaseEntity *)0x0)) &&
((*(char **)(pCVar3 + 0x7c) == "item_health*" ||
(cVar1 = CBaseEntity::ClassMatchesComplex(pCVar3,"item_health*"), cVar1 != '\0')))) &&
(cVar1 = (**(code **)(*(int *)this + 0x264))(this,pCVar3,0x4041,0), cVar1 != '\0')) {
return pCVar3;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar2);
}
return (CBaseEntity *)0x0;
}
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.