CZombieBorder::IsBehindZombieBorder
0x007183f0 · 214 bytes · __cdecl
_ZN13CZombieBorder20IsBehindZombieBorderERK6Vector
Decompiled
undefined (1 param)
/* CZombieBorder::IsBehindZombieBorder(Vector const&) */
undefined4 CZombieBorder::IsBehindZombieBorder(Vector *param_1)
{
CBaseEntity *this;
int iVar1;
CBaseEntity *pCVar2;
int iVar3;
int iVar4;
iVar1 = DAT_00fe670c;
iVar4 = 0;
iVar3 = g_zombieBorders;
if (0 < DAT_00fe670c) {
do {
this = *(CBaseEntity **)(iVar3 + iVar4 * 4);
if (this[0x440] == (CBaseEntity)0x0) {
pCVar2 = this;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
pCVar2 = *(CBaseEntity **)(g_zombieBorders + iVar4 * 4);
iVar3 = g_zombieBorders;
}
if ((*(float *)(param_1 + 4) - *(float *)(this + 0x2e4)) * *(float *)(pCVar2 + 0x448) +
(*(float *)param_1 - *(float *)(this + 0x2e0)) * *(float *)(pCVar2 + 0x444) +
(*(float *)(param_1 + 8) - *(float *)(this + 0x2e8)) * *(float *)(pCVar2 + 0x44c) < 0.0)
{
return 1;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
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.