CRagdollMagnet::FindBestMagnet
0x00650340 · 192 bytes · __cdecl
_ZN14CRagdollMagnet14FindBestMagnetEP11CBaseEntity
Decompiled
undefined (1 param)
/* CRagdollMagnet::FindBestMagnet(CBaseEntity*) */
CRagdollMagnet * CRagdollMagnet::FindBestMagnet(CBaseEntity *param_1)
{
float fVar1;
Vector *pVVar2;
CRagdollMagnet *pCVar3;
CRagdollMagnet *this;
longdouble lVar4;
float local_20;
this = (CRagdollMagnet *)0x0;
local_20 = 3.4028235e+38;
pCVar3 = (CRagdollMagnet *)0x0;
do {
while( true ) {
do {
this = (CRagdollMagnet *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)this,"phys_ragdollmagnet");
if (this == (CRagdollMagnet *)0x0) {
return pCVar3;
}
} while (this[0x440] != (CRagdollMagnet)0x0);
if (*(int *)(this + 0xf8) != 0) break;
pVVar2 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
lVar4 = (longdouble)DistToPoint(this,pVVar2);
fVar1 = (float)lVar4;
if (fVar1 < local_20) {
if (fVar1 < *(float *)(this + 0x444) || fVar1 == *(float *)(this + 0x444)) {
pCVar3 = this;
}
local_20 = (float)(~-(uint)(*(float *)(this + 0x444) < fVar1) & (uint)fVar1 |
(uint)local_20 & -(uint)(*(float *)(this + 0x444) < fVar1));
}
}
} while (*(int *)(this + 0xf8) != *(int *)(param_1 + 0x154));
return this;
}
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.