CBaseCombatCharacter::Weapon_FindUsable
0x005f4a60 · 1331 bytes · __thiscall
_ZN20CBaseCombatCharacter17Weapon_FindUsableERK6Vector
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_FindUsable(Vector const&) */
CBaseCombatWeapon * __thiscall
CBaseCombatCharacter::Weapon_FindUsable(CBaseCombatCharacter *this,Vector *param_1)
{
char cVar1;
int iVar2;
int iVar3;
uint uVar4;
CBaseCombatWeapon *this_00;
int iVar5;
float fVar6;
float fVar7;
float fVar8;
float local_1bc;
float local_1b8;
CBaseCombatWeapon *local_1b4;
float local_1ac;
float local_1a8;
float local_1a4;
float local_1a0;
float local_19c;
float local_198;
float local_194;
float local_190;
float local_18c;
undefined4 local_188;
undefined4 local_184;
float local_180;
undefined4 local_17c;
undefined4 local_178;
float local_174;
CGameTrace local_170 [44];
float local_144;
char local_139;
CBaseCombatWeapon *local_11c [67];
if (((byte)this[0x14d] & 8) == 0) {
fVar6 = *(float *)param_1;
fVar7 = *(float *)(param_1 + 4);
fVar8 = *(float *)(param_1 + 8);
local_1a0 = *(float *)(this + 0x2e0);
local_19c = *(float *)(this + 0x2e4);
local_198 = *(float *)(this + 0x2e8);
local_1ac = local_1a0 - fVar6;
local_1a8 = local_19c - fVar7;
local_1a4 = local_198 - fVar8;
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
fVar6 = *(float *)param_1;
fVar7 = *(float *)(param_1 + 4);
fVar8 = *(float *)(param_1 + 8);
local_1a0 = *(float *)(this + 0x2e0);
local_19c = *(float *)(this + 0x2e4);
local_198 = *(float *)(this + 0x2e8);
local_1ac = local_1a0 - fVar6;
local_1a8 = local_19c - fVar7;
local_1a4 = local_198 - fVar8;
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
fVar6 = *(float *)param_1;
fVar7 = *(float *)(param_1 + 4);
fVar8 = *(float *)(param_1 + 8);
local_1a0 = *(float *)(this + 0x2e0);
local_19c = *(float *)(this + 0x2e4);
local_198 = *(float *)(this + 0x2e8);
}
}
local_1a0 = local_1a0 + fVar6;
local_19c = local_19c + fVar7;
local_198 = local_198 + fVar8;
iVar2 = CBaseCombatWeapon::GetAvailableWeaponsInBox
(local_11c,0x40,(Vector *)&local_1ac,(Vector *)&local_1a0);
if (iVar2 < 1) {
local_1b4 = (CBaseCombatWeapon *)0x0;
}
else {
iVar5 = 0;
local_1b4 = (CBaseCombatWeapon *)0x0;
local_1bc = 1e+06;
do {
while( true ) {
this_00 = local_11c[iVar5];
(**(code **)(*(int *)this_00 + 0x25c))(this_00,&local_194,0);
cVar1 = (**(code **)(*(int *)this_00 + 0x4fc))(this_00);
if ((((cVar1 != '\0') &&
(local_190 * local_190 + local_18c * local_18c + local_194 * local_194 <= 1.0)) &&
(cVar1 = (**(code **)(*(int *)this + 0x464))(this,this_00), cVar1 != '\0')) &&
(cVar1 = CBaseCombatWeapon::IsLocked(this_00,(CBaseEntity *)this), cVar1 == '\0')) break;
LAB_005f4b58:
iVar5 = iVar5 + 1;
if (iVar5 == iVar2) goto LAB_005f4e60;
}
iVar3 = GetActiveWeapon(this);
if (iVar3 != 0) {
iVar3 = GetActiveWeapon(this);
if (((*(char **)(iVar3 + 0x7c) == *(char **)(this_00 + 0x7c)) ||
(*(char **)(this_00 + 0x7c) == "weapon_pistol")) ||
(cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this_00,"weapon_pistol"),
cVar1 != '\0')) goto LAB_005f4b58;
}
local_1b8 = SQRT((*(float *)(this_00 + 0x39c) - *(float *)(this + 0x39c)) *
(*(float *)(this_00 + 0x39c) - *(float *)(this + 0x39c)) +
(*(float *)(this_00 + 0x3a0) - *(float *)(this + 0x3a0)) *
(*(float *)(this_00 + 0x3a0) - *(float *)(this + 0x3a0)) +
(*(float *)(this_00 + 0x3a4) - *(float *)(this + 0x3a4)) *
(*(float *)(this_00 + 0x3a4) - *(float *)(this + 0x3a4)));
if (((byte)this_00[0x148] & 2) != 0) {
local_1b8 = local_1b8 * 0.5;
}
if (local_1b4 != (CBaseCombatWeapon *)0x0) {
if ((*(char **)(this_00 + 0x7c) == "weapon_ar2") ||
(cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this_00,"weapon_ar2"),
cVar1 != '\0')) {
local_1b8 = local_1b8 * 0.5;
}
uVar4 = (**(code **)(*(int *)this_00 + 0x5bc))(this_00);
if (((uVar4 & 0x6000) == 0) || (local_1bc < local_1b8)) goto LAB_005f4b58;
}
cVar1 = Weapon_IsOnGround(this,this_00);
if (cVar1 != '\0') {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this_00);
}
local_188 = *(undefined4 *)(this_00 + 0x2e0);
local_184 = *(undefined4 *)(this_00 + 0x2e4);
local_180 = *(float *)(this_00 + 0x2e8);
local_174 = local_180 + 1.0;
local_17c = local_188;
local_178 = local_184;
UTIL_TraceEntity((CBaseEntity *)this,(Vector *)&local_188,(Vector *)&local_17c,0x200400b,
(IHandleEntity *)this_00,0,local_170);
if ((local_139 != '\0') || (local_144 < 1.0)) goto LAB_005f4b58;
}
cVar1 = (**(code **)(*(int *)this + 0x264))(this,this_00,0x4041,0);
if (cVar1 == '\0') {
local_1b8 = local_1bc;
this_00 = local_1b4;
}
iVar5 = iVar5 + 1;
local_1bc = local_1b8;
local_1b4 = this_00;
} while (iVar5 != iVar2);
LAB_005f4e60:
if (local_1b4 != (CBaseCombatWeapon *)0x0) {
CBaseCombatWeapon::Lock(local_1b4,2.0,(CBaseEntity *)this);
}
}
return local_1b4;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.