IVision::GetRecognizedCount
0x0075b930 · 291 bytes · __thiscall
_ZNK7IVision18GetRecognizedCountEif
Decompiled
undefined (3 params)
/* IVision::GetRecognizedCount(int, float) const */
int __thiscall IVision::GetRecognizedCount(IVision *this,int param_1,float param_2)
{
uint *puVar1;
uint uVar2;
char cVar3;
int iVar4;
int *piVar5;
undefined *puVar6;
int iVar7;
int local_24;
undefined4 local_20;
if (*(int *)(this + 0x38) < 1) {
local_24 = 0;
}
else {
iVar7 = 0;
local_24 = 0;
do {
while( true ) {
puVar1 = (uint *)(*(int *)(this + 0x2c) + iVar7 * 0x14);
uVar2 = *puVar1;
if (((((uVar2 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) ||
(*(CBaseEntity **)(puVar6 + 4) == (CBaseEntity *)0x0)) ||
((param_1 != -1 &&
(iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar6 + 4)), param_1 != iVar4))))
break;
if (0.0 <= param_2) {
piVar5 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
local_20 = 0;
uVar2 = *puVar1;
if (((uVar2 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
local_20 = *(undefined4 *)(puVar6 + 4);
}
cVar3 = (**(code **)(*piVar5 + 0x114))(piVar5,local_20,param_2);
if (cVar3 == '\0') break;
}
local_24 = local_24 + 1;
iVar7 = iVar7 + 1;
if (*(int *)(this + 0x38) <= iVar7) {
return local_24;
}
}
iVar7 = iVar7 + 1;
} while (iVar7 < *(int *)(this + 0x38));
}
return local_24;
}
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.