L L4D2node

CC_WarpSelectedHere

0x007580e0 · 758 bytes · __cdecl

_Z19CC_WarpSelectedHereRK8CCommand

Decompiled

undefined (1 param)

/* CC_WarpSelectedHere(CCommand const&) */

void CC_WarpSelectedHere(CCommand *param_1)

{
  char cVar1;
  CBasePlayer *this;
  int iVar2;
  int *piVar3;
  float local_100;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_f0;
  float 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;
  undefined4 local_60;
  float local_5c;
  float local_44;
  char local_3a;
  char local_39;
  
  this = (CBasePlayer *)UTIL_GetCommandClient();
  if ((this == (CBasePlayer *)0x0) ||
     (cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 == '\0')) {
    TheNextBots();
  }
  else {
    iVar2 = TheNextBots();
    piVar3 = *(int **)(iVar2 + 0x4c);
    if (piVar3 != (int *)0x0) {
      CBasePlayer::EyeVectors(this,(Vector *)&local_100,(Vector *)0x0,(Vector *)0x0);
      (**(code **)(*(int *)this + 0x234))(&local_e8,this);
      (**(code **)(*(int *)this + 0x234))(&local_f4,this);
      local_8c = 0;
      local_88 = 1;
      local_cc = local_f4;
      local_bc = (local_100 * 999999.9 - local_f4) + local_e8;
      local_c8 = local_f0;
      local_b8 = (local_fc * 999999.9 - local_f0) + local_e4;
      local_c4 = local_ec;
      local_b4 = (local_f8 * 999999.9 - local_ec) + local_e0;
      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))(enginetrace,&local_cc,0x2006041,local_dc,local_70);
      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')) || (local_39 != '\0')) {
        local_cc = local_64;
        local_c8 = (float)local_60;
        local_c4 = local_5c + 10.0;
        piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
        (**(code **)(*piVar3 + 0x1dc))(piVar3,&local_cc,&vec3_angle,&vec3_origin);
        return;
      }
    }
  }
  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)