CC_SelectBot
0x00758910 · 605 bytes · __cdecl
_ZL12CC_SelectBotRK8CCommand
Decompiled
undefined (1 param)
/* CC_SelectBot(CCommand const&) */
void CC_SelectBot(CCommand *param_1)
{
float fVar1;
int *piVar2;
code *pcVar3;
char cVar4;
int iVar5;
uint uVar6;
int *piVar7;
float *pfVar8;
int *piVar9;
undefined4 *puVar10;
int iVar11;
int *piVar12;
longdouble lVar13;
int aiStackY_94 [2];
undefined1 local_78 [28];
undefined4 local_5c;
undefined4 local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
CBasePlayer *local_38;
float local_34;
float local_30;
float local_2c;
int *local_28;
float local_24;
char local_20;
piVar12 = (int *)&stack0xffffff74;
local_38 = (CBasePlayer *)UTIL_GetListenServerHost();
if (local_38 != (CBasePlayer *)0x0) {
CBasePlayer::EyeVectors(local_38,(Vector *)&local_34,(Vector *)0x0,(Vector *)0x0);
local_28 = (int *)0x0;
local_24 = 1e+14;
local_20 = '\0';
iVar5 = TheNextBots();
uVar6 = (uint)*(ushort *)(iVar5 + 0x10);
if (uVar6 != 0xffff) {
iVar11 = *(int *)(iVar5 + 4);
piVar9 = (int *)&stack0xffffff74;
do {
piVar2 = *(int **)(iVar11 + uVar6 * 8);
iVar11 = *piVar2;
*piVar9 = (int)piVar2;
pcVar3 = *(code **)(iVar11 + 0xb4);
piVar9[-1] = 0x7589ab;
piVar7 = (int *)(*pcVar3)();
iVar11 = *piVar7;
*piVar9 = (int)piVar7;
pcVar3 = *(code **)(iVar11 + 300);
piVar9[-1] = 0x7589b8;
cVar4 = (*pcVar3)();
piVar12 = piVar9;
if (cVar4 != '\0') {
iVar11 = *(int *)local_38;
piVar9[1] = (int)local_38;
*piVar9 = (int)&local_44;
pcVar3 = *(code **)(iVar11 + 0x234);
piVar9[-1] = 0x7589d1;
(*pcVar3)();
iVar11 = *piVar7;
piVar9[-1] = (int)piVar7;
pcVar3 = *(code **)(iVar11 + 0x288);
piVar9[-2] = 0x7589df;
pfVar8 = (float *)(*pcVar3)();
local_50 = *pfVar8 - local_44;
local_4c = pfVar8[1] - local_40;
fVar1 = pfVar8[2];
piVar9[-1] = (int)&local_50;
local_48 = fVar1 - local_3c;
piVar9[-2] = 0x758a16;
lVar13 = (longdouble)VectorNormalize((Vector *)piVar9[-1]);
piVar12 = piVar9 + -1;
if ((0.98 < local_4c * local_30 + local_50 * local_34 + local_48 * local_2c) &&
(piVar12 = piVar9 + -1, (float)lVar13 < local_24)) {
if (local_20 != '\0') {
piVar9[1] = 1;
*piVar9 = (int)piVar7;
piVar9[-1] = (int)local_38;
piVar9[-2] = 0x758b6c;
cVar4 = CBaseCombatCharacter::IsAbleToSee();
piVar12 = piVar9 + -1;
if (cVar4 == '\0') goto LAB_00758980;
}
piVar12 = piVar9 + -1;
local_28 = piVar2;
local_24 = (float)lVar13;
}
}
LAB_00758980:
iVar11 = *(int *)(iVar5 + 4);
uVar6 = (uint)*(ushort *)(iVar11 + 6 + uVar6 * 8);
piVar9 = piVar12;
} while (uVar6 != 0xffff);
}
piVar9 = local_28;
piVar12[-1] = 0x758a80;
iVar5 = TheNextBots();
*(int **)(iVar5 + 0x4c) = piVar9;
if (local_28 != (int *)0x0) {
local_44 = 0.0;
local_40 = -1.0;
local_3c = 0.0;
local_50 = 1.0;
local_4c = 0.0;
local_48 = 0.0;
iVar5 = *local_28;
*piVar12 = (int)local_28;
pcVar3 = *(code **)(iVar5 + 0xc0);
piVar12[-1] = 0x758ac3;
piVar9 = (int *)(*pcVar3)();
iVar5 = *piVar9;
*piVar12 = (int)piVar9;
pcVar3 = *(code **)(iVar5 + 300);
piVar12[-1] = 0x758ace;
puVar10 = (undefined4 *)(*pcVar3)();
local_5c = *puVar10;
local_58 = puVar10[1];
fVar1 = (float)puVar10[2];
piVar12[9] = 0x3f800000;
piVar12[2] = (int)&local_44;
piVar12[1] = (int)&local_50;
piVar12[8] = 0;
piVar12[7] = 0xff;
piVar12[6] = 0;
piVar12[5] = 0xff;
piVar12[4] = 0;
piVar12[3] = 0x41c80000;
*piVar12 = (int)&local_5c;
local_54 = fVar1 + 5.0;
piVar12[-1] = 0x758b44;
NDebugOverlay::Circle
((Vector *)*piVar12,(Vector *)piVar12[1],(Vector *)piVar12[2],(float)piVar12[3],
piVar12[4],piVar12[5],piVar12[6],piVar12[7],SUB41(piVar12[8],0),(float)piVar12[9]);
}
}
return;
}
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.