CFuncElevator::GetButtonAtCurrentHeight
0x006bd470 · 290 bytes · __cdecl
_ZNK13CFuncElevator24GetButtonAtCurrentHeightEv
Decompiled
undefined (0 params)
/* CFuncElevator::GetButtonAtCurrentHeight() const */
undefined4 * CFuncElevator::GetButtonAtCurrentHeight(void)
{
float *pfVar1;
float *pfVar2;
int *piVar3;
int iVar4;
int iVar5;
undefined4 *puVar6;
undefined *puVar7;
float fVar8;
undefined4 *in_stack_00000004;
CFuncElevator *in_stack_00000008;
int *local_28;
float local_24;
iVar4 = GetCurrentFloor(in_stack_00000008);
if ((-1 < iVar4) && (iVar4 < *(int *)(in_stack_00000008 + 0x54c))) {
iVar5 = *(int *)(in_stack_00000008 + 0x540);
pfVar1 = (float *)(iVar5 + iVar4 * 0xc);
if (0 < *(int *)(in_stack_00000008 + 0x54c)) {
iVar4 = 0;
local_28 = (int *)0x0;
local_24 = 100.0;
do {
pfVar2 = (float *)(iVar5 + iVar4 * 0xc);
if ((((pfVar1 == pfVar2) || (fVar8 = pfVar2[2], fVar8 == -NAN)) ||
(puVar7 = g_pEntityList + ((uint)fVar8 & 0xfff) * 0x10,
puVar7 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar7 + 8) != (uint)fVar8 >> 0xc ||
(piVar3 = *(int **)(puVar7 + 4), piVar3 == (int *)0x0)))) {
LAB_006bd4d0:
if (*(int *)(in_stack_00000008 + 0x54c) <= iVar4 + 1) {
LAB_006bd55a:
*in_stack_00000004 = 0xffffffff;
if (local_28 == (int *)0x0) {
return in_stack_00000004;
}
puVar6 = (undefined4 *)(**(code **)(*local_28 + 0xc))(local_28);
*in_stack_00000004 = *puVar6;
return in_stack_00000004;
}
}
else {
iVar5 = (**(code **)(*piVar3 + 0x288))(piVar3);
fVar8 = ABS(*(float *)(iVar5 + 8) - *pfVar1);
if (local_24 <= fVar8) goto LAB_006bd4d0;
local_28 = piVar3;
local_24 = fVar8;
if (*(int *)(in_stack_00000008 + 0x54c) <= iVar4 + 1) goto LAB_006bd55a;
}
iVar4 = iVar4 + 1;
iVar5 = *(int *)(in_stack_00000008 + 0x540);
} while( true );
}
}
*in_stack_00000004 = 0xffffffff;
return in_stack_00000004;
}
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.