L L4D2node

CBasePlayer::WantsLagCompensationOnEntity

0x007a91d0 · 532 bytes · __thiscall

_ZNK11CBasePlayer28WantsLagCompensationOnEntityEPK11CBaseEntityPK8CUserCmdPK7CBitVecILi2048EE

Decompiled

undefined (4 params)

/* CBasePlayer::WantsLagCompensationOnEntity(CBaseEntity const*, CUserCmd const*, CBitVec<2048>
   const*) const */

bool __thiscall
CBasePlayer::WantsLagCompensationOnEntity
          (CBasePlayer *this,CBaseEntity *param_1,CUserCmd *param_2,CBitVec *param_3)

{
  float fVar1;
  char cVar2;
  bool bVar3;
  int iVar4;
  uint uVar5;
  CBaseEntity *pCVar6;
  int iVar7;
  uint uVar8;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  if (*(int *)(friendlyfire._28_4_ + 0x30) == 0) {
    iVar7 = CBaseEntity::GetTeamNumber(param_1);
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (iVar7 == iVar4) {
      return false;
    }
  }
  if (param_3 != (CBitVec *)0x0) {
    if (*(int *)(param_1 + 0x30) == 0) {
      uVar8 = 1;
      iVar7 = 0;
    }
    else {
      uVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      uVar8 = 1 << ((byte)uVar5 & 0x1f);
      iVar7 = (uVar5 >> 5) * 4;
    }
    if ((*(uint *)(param_3 + iVar7) & uVar8) == 0) {
      return false;
    }
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar2 == '\0') {
    fVar1 = 300.0;
  }
  else {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    pCVar6 = (CBaseEntity *)0x0;
    if (cVar2 != '\0') {
      pCVar6 = param_1;
    }
    fVar1 = *(float *)(pCVar6 + 0x1ff8);
  }
  bVar3 = true;
  if (*(float *)(sv_maxunlag._28_4_ + 0x2c) * 1.5 * fVar1 <=
      SQRT((*(float *)(param_1 + 0x2e4) - *(float *)(this + 0x2e4)) *
           (*(float *)(param_1 + 0x2e4) - *(float *)(this + 0x2e4)) +
           (*(float *)(param_1 + 0x2e8) - *(float *)(this + 0x2e8)) *
           (*(float *)(param_1 + 0x2e8) - *(float *)(this + 0x2e8)) +
           (*(float *)(param_1 + 0x2e0) - *(float *)(this + 0x2e0)) *
           (*(float *)(param_1 + 0x2e0) - *(float *)(this + 0x2e0)))) {
    AngleVectors((QAngle *)(param_2 + 0xc),(Vector *)&local_34);
    local_28 = *(float *)(param_1 + 0x2e0) - *(float *)(this + 0x2e0);
    local_24 = *(float *)(param_1 + 0x2e4) - *(float *)(this + 0x2e4);
    local_20 = *(float *)(param_1 + 0x2e8) - *(float *)(this + 0x2e8);
    VectorNormalize((Vector *)&local_28);
    bVar3 = 0.707107 <= local_24 * local_30 + local_28 * local_34 + local_20 * local_2c;
  }
  return bVar3;
}

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)