L L4D2node

CBaseCombatCharacter::GetFogTrigger

0x005f6f80 · 334 bytes · __thiscall

_ZN20CBaseCombatCharacter13GetFogTriggerEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::GetFogTrigger() */

undefined4 __thiscall CBaseCombatCharacter::GetFogTrigger(CBaseCombatCharacter *this)

{
  int *piVar1;
  uint uVar2;
  float *pfVar3;
  float *pfVar4;
  undefined4 *puVar5;
  undefined *puVar6;
  int iVar7;
  float fVar8;
  int *local_28;
  float local_24;
  
  iVar7 = 0;
  local_28 = (int *)0x0;
  local_24 = 999999.0;
  if (0 < *(int *)(this + 0x1868)) {
    do {
      while ((((uVar2 = *(uint *)(*(int *)(this + 0x185c) + iVar7 * 4), uVar2 == 0xffffffff ||
               (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) ||
             (piVar1 = *(int **)(puVar6 + 4), piVar1 == (int *)0x0))) {
LAB_005f6fb8:
        iVar7 = iVar7 + 1;
        if (*(int *)(this + 0x1868) <= iVar7) goto LAB_005f707d;
      }
      pfVar3 = (float *)(**(code **)(*piVar1 + 0x288))(piVar1);
      pfVar4 = (float *)(**(code **)(*(int *)this + 0x288))(this);
      fVar8 = SQRT((*pfVar4 - *pfVar3) * (*pfVar4 - *pfVar3) +
                   (pfVar4[2] - pfVar3[2]) * (pfVar4[2] - pfVar3[2]) +
                   (pfVar4[1] - pfVar3[1]) * (pfVar4[1] - pfVar3[1]));
      if (local_24 <= fVar8) goto LAB_005f6fb8;
      iVar7 = iVar7 + 1;
      local_28 = piVar1;
      local_24 = fVar8;
    } while (iVar7 < *(int *)(this + 0x1868));
LAB_005f707d:
    if (local_28 != (int *)0x0) {
      puVar5 = (undefined4 *)(**(code **)(*local_28 + 0xc))(local_28);
      *(undefined4 *)(this + 0x1870) = *puVar5;
    }
  }
  uVar2 = *(uint *)(this + 0x1870);
  if (((uVar2 != 0xffffffff) &&
      (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
    return *(undefined4 *)(puVar6 + 4);
  }
  return 0;
}

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)