CEnvEntityMaker::IsPlayerLooking
0x006904a0 · 274 bytes · __thiscall
_ZN15CEnvEntityMaker15IsPlayerLookingEv
Decompiled
undefined (1 param)
/* CEnvEntityMaker::IsPlayerLooking() */
undefined4 __thiscall CEnvEntityMaker::IsPlayerLooking(CEnvEntityMaker *this)
{
int iVar1;
code *pcVar2;
int *piVar3;
int iVar4;
int *piVar5;
int *piVar6;
int aiStack_68 [6];
int *local_50;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar4 = 1;
piVar6 = aiStack_68 + 3;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
*piVar6 = iVar4;
piVar6[-1] = 0x690557;
piVar3 = (int *)UTIL_PlayerByIndex(*piVar6);
piVar5 = piVar6;
if (piVar3 != (int *)0x0) {
iVar1 = *piVar3;
piVar6[1] = (int)piVar3;
*piVar6 = (int)&local_40;
pcVar2 = *(code **)(iVar1 + 0x3fc);
piVar6[-1] = 0x69056d;
local_50 = piVar3;
(*pcVar2)();
iVar1 = *local_50;
*piVar6 = (int)local_50;
piVar6[-1] = (int)&local_28;
pcVar2 = *(code **)(iVar1 + 0x234);
piVar6[-2] = 0x690585;
(*pcVar2)();
piVar5 = piVar6 + -2;
if (((byte)this[0x14d] & 8) != 0) {
piVar6[-2] = (int)this;
piVar6[-3] = 0x69059d;
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)piVar6[-2]);
}
local_34 = *(float *)(this + 0x2e0) - local_28;
local_30 = *(float *)(this + 0x2e4) - local_24;
local_2c = *(float *)(this + 0x2e8);
piVar6[-2] = (int)&local_34;
local_2c = local_2c - local_20;
piVar6[-3] = 0x690511;
VectorNormalize((Vector *)piVar6[-2]);
if (0.0 < local_30 * local_3c + local_34 * local_40 + local_2c * local_38) {
return 1;
}
}
iVar4 = iVar4 + 1;
piVar6 = piVar5;
} while (iVar4 <= *(int *)(gpGlobals + 0x14));
}
return 0;
}
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.