MakeSniperSpots
0x0070bdc0 · 421 bytes · __cdecl
_Z15MakeSniperSpotsP8CNavArea
Decompiled
undefined (1 param)
/* MakeSniperSpots(CNavArea*) */
undefined4 MakeSniperSpots(CNavArea *param_1)
{
float fVar1;
float fVar2;
undefined4 uVar3;
bool bVar4;
float fVar5;
float fVar6;
CNavArea *local_14;
CNavArea *local_10 [2];
if (param_1 != (CNavArea *)0x0) {
fVar1 = *(float *)(param_1 + 4);
fVar2 = *(float *)(param_1 + 8);
fVar5 = *(float *)(param_1 + 0x10) - fVar1;
fVar6 = *(float *)(param_1 + 0x14) - fVar2;
if ((fVar5 <= fVar6) || (fVar5 <= 25.0)) {
if (fVar6 <= fVar5) {
return 0;
}
if (fVar6 <= 25.0) {
return 0;
}
bVar4 = true;
fVar5 = (float)((int)((float)(~-(uint)(fVar2 < 0.0) & 0x41480000 |
-(uint)(fVar2 < 0.0) & 0xc1480000) + fVar2) / 0x19) * 25.0;
if (fVar5 < fVar2 + 2.0) {
fVar5 = fVar5 + 25.0;
bVar4 = true;
}
}
else {
bVar4 = false;
fVar5 = (float)((int)((float)(~-(uint)(fVar1 < 0.0) & 0x41480000 |
-(uint)(fVar1 < 0.0) & 0xc1480000) + fVar1) / 0x19) * 25.0;
if (fVar5 < fVar1 + 2.0) {
fVar5 = fVar5 + 25.0;
bVar4 = false;
}
}
uVar3 = CNavArea::SplitEdit(param_1,bVar4,fVar5,&local_14,local_10);
if ((char)uVar3 != '\0') {
CNavArea::Disconnect(local_14,local_10[0]);
CNavArea::Disconnect(local_10[0],local_14);
MakeSniperSpots(local_14);
MakeSniperSpots(local_10[0]);
return uVar3;
}
}
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.