L L4D2node

nb_move_to_cursor

0x00751be0 · 925 bytes · __cdecl

_ZL17nb_move_to_cursorRK8CCommand

Decompiled

undefined (1 param)

/* nb_move_to_cursor(CCommand const&) */

void nb_move_to_cursor(CCommand *param_1)

{
  int *piVar1;
  code *pcVar2;
  undefined1 *puVar3;
  char cVar4;
  CBasePlayer *this;
  int iVar5;
  undefined4 *puVar6;
  undefined4 uVar7;
  int iVar8;
  undefined4 *puVar9;
  uint uVar10;
  float local_110;
  float local_10c;
  float local_108;
  float local_104;
  float local_100;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_f0;
  char local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  float local_64;
  float local_60;
  float local_5c;
  float local_44;
  char local_3a;
  char local_39;
  
  cVar4 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar4 == '\0') {
    return;
  }
  local_ec = 0;
  this = (CBasePlayer *)UTIL_GetListenServerHost();
  puVar3 = &stack0xfffffea4;
  if (this != (CBasePlayer *)0x0) {
    CBasePlayer::EyeVectors(this,(Vector *)&local_110,(Vector *)0x0,(Vector *)0x0);
    (**(code **)(*(int *)this + 0x234))();
    (**(code **)(*(int *)this + 0x234))();
    local_8c = 0;
    puVar9 = (undefined4 *)&stack0xfffffe9c;
    local_88 = 1;
    local_cc = local_104;
    local_bc = (local_110 * 999999.9 - local_104) + local_f8;
    local_c8 = local_100;
    local_b8 = (local_10c * 999999.9 - local_100) + local_f4;
    local_c4 = local_fc;
    local_b4 = (local_108 * 999999.9 - local_fc) + local_f0;
    local_94 = 0;
    local_98 = 0;
    local_9c = 0;
    local_87 = local_bc * local_bc + local_b8 * local_b8 + local_b4 * local_b4 != 0.0;
    local_a4 = 0;
    local_a8 = 0;
    local_ac = 0;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
    (**(code **)(*enginetrace + 0x14))();
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,(Vector *)&local_64,0xff,0,0,true,-1.0);
    }
    if (((local_44 < 1.0) || (local_3a != '\0')) || (puVar3 = &stack0xfffffe9c, local_39 != '\0')) {
      local_cc = local_64;
      local_c8 = local_60;
      local_c4 = local_5c;
      NDebugOverlay::Cross3D((Vector *)&local_cc,5.0,0,0xff,0,true,10.0);
      local_e8 = local_cc;
      local_ec = '\x01';
      local_e4 = local_c8;
      local_e0 = local_c4;
      goto LAB_00751e7a;
    }
  }
  puVar9 = (undefined4 *)puVar3;
  local_ec = '\0';
LAB_00751e7a:
  puVar9[-1] = 0x751e7f;
  iVar5 = TheNextBots();
  uVar10 = (uint)*(ushort *)(iVar5 + 0x10);
  if (uVar10 != 0xffff) {
    iVar8 = *(int *)(iVar5 + 4);
    do {
      puVar6 = (undefined4 *)(iVar8 + uVar10 * 8);
      piVar1 = (int *)*puVar6;
      if (local_ec != '\0') {
        puVar9[-1] = 0x751ec6;
        uVar7 = TheNextBots();
        puVar9[1] = piVar1;
        *puVar9 = uVar7;
        puVar9[-1] = 0x751ed2;
        cVar4 = NextBotManager::IsDebugFilterMatch((NextBotManager *)*puVar9,(INextBot *)puVar9[1]);
        if (cVar4 != '\0') {
          iVar8 = *piVar1;
          puVar9[2] = 0;
          puVar9[1] = &local_e8;
          *puVar9 = piVar1;
          pcVar2 = *(code **)(iVar8 + 0x8c);
          puVar9[-1] = 0x751ef3;
          (*pcVar2)();
        }
        iVar8 = *(int *)(iVar5 + 4);
        puVar6 = (undefined4 *)(iVar8 + uVar10 * 8);
      }
      uVar10 = (uint)*(ushort *)((int)puVar6 + 6);
    } while (uVar10 != 0xffff);
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)