CFilterEnemy::PassesProximityFilter
0x0069c0f0 · 319 bytes · __thiscall
_ZN12CFilterEnemy21PassesProximityFilterEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* CFilterEnemy::PassesProximityFilter(CBaseEntity*, CBaseEntity*) */
CFilterEnemy __thiscall
CFilterEnemy::PassesProximityFilter(CFilterEnemy *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
float fVar1;
CBaseEntity CVar2;
CFilterEnemy CVar3;
CBaseEntity *pCVar4;
float fVar5;
float fVar6;
if (*(float *)(this + 0x478) <= 0.0) {
return (CFilterEnemy)0x1;
}
pCVar4 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x1a4))(param_1);
if (((byte)param_2[0x14d] & 8) == 0) {
CVar2 = param_1[0x14d];
}
else {
CBaseEntity::CalcAbsolutePosition(param_2);
CVar2 = param_1[0x14d];
}
if (((byte)CVar2 & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
CVar3 = this[0x440];
fVar6 = *(float *)(this + 0x47c);
fVar1 = *(float *)(this + 0x478);
if (fVar6 == 0.0) {
if (CVar3 == (CFilterEnemy)0x0) {
fVar6 = fVar1 + fVar1;
}
else {
fVar6 = fVar1 * 0.5;
}
}
fVar5 = fVar1;
if (fVar1 <= fVar6) {
fVar5 = fVar6;
fVar6 = fVar1;
}
if (pCVar4 == param_2) {
if (CVar3 == (CFilterEnemy)0x0) goto LAB_0069c1c1;
}
else if (CVar3 != (CFilterEnemy)0x0) goto LAB_0069c1c1;
fVar5 = fVar6;
LAB_0069c1c1:
if ((*(float *)(param_1 + 0x2e0) - *(float *)(param_2 + 0x2e0)) *
(*(float *)(param_1 + 0x2e0) - *(float *)(param_2 + 0x2e0)) +
(*(float *)(param_1 + 0x2e4) - *(float *)(param_2 + 0x2e4)) *
(*(float *)(param_1 + 0x2e4) - *(float *)(param_2 + 0x2e4)) +
(*(float *)(param_1 + 0x2e8) - *(float *)(param_2 + 0x2e8)) *
(*(float *)(param_1 + 0x2e8) - *(float *)(param_2 + 0x2e8)) <= fVar5 * fVar5) {
CVar3 = (CFilterEnemy)((byte)CVar3 ^ 1);
}
return CVar3;
}
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.