CBasePlayer::GetAutoaimScore
0x007b2280 · 462 bytes · __thiscall
_ZN11CBasePlayer15GetAutoaimScoreERK6VectorS2_S2_P11CBaseEntityfP17CBaseCombatWeapon
Decompiled
undefined (7 params)
/* CBasePlayer::GetAutoaimScore(Vector const&, Vector const&, Vector const&, CBaseEntity*, float,
CBaseCombatWeapon*) */
longdouble __thiscall
CBasePlayer::GetAutoaimScore
(CBasePlayer *this,Vector *param_1,Vector *param_2,Vector *param_3,CBaseEntity *param_4,
float param_5,CBaseCombatWeapon *param_6)
{
int iVar1;
int iVar2;
longdouble lVar3;
float fVar4;
float fVar5;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
lVar3 = (longdouble)(**(code **)(*(int *)param_4 + 0x10c))(param_4);
fVar5 = (float)lVar3;
if (param_5 == 1.0) {
if (param_6 != (CBaseCombatWeapon *)0x0) {
lVar3 = (longdouble)(**(code **)(*(int *)param_6 + 0x4c8))(param_6);
fVar5 = fVar5 * (float)lVar3;
}
}
else {
fVar5 = fVar5 * param_5;
}
local_24 = *(float *)(param_2 + 4) * 8192.0 + *(float *)(param_1 + 4);
local_20 = *(float *)(param_2 + 8) * 8192.0 + *(float *)(param_1 + 8);
local_28 = *(float *)param_2 * 8192.0 + *(float *)param_1;
PointOnLineNearestPoint((Vector *)&local_34,param_1,(Vector *)&local_28);
fVar4 = (*(float *)(param_3 + 8) - local_2c) * (*(float *)(param_3 + 8) - local_2c) +
(*(float *)(param_3 + 4) - local_30) * (*(float *)(param_3 + 4) - local_30) +
(*(float *)param_3 - local_34) * (*(float *)param_3 - local_34);
if (fVar4 <= fVar5 * fVar5) {
fVar4 = 1.0 - fVar4 / (fVar5 * fVar5);
if (*(int *)(sv_showdebugtracers._28_4_ + 0x30) != 2) goto LAB_007b2380;
iVar2 = 0;
iVar1 = 0xff;
if (0.0 < fVar4) goto LAB_007b23bf;
}
else {
fVar4 = 0.0;
if (*(int *)(sv_showdebugtracers._28_4_ + 0x30) != 2) {
LAB_007b2380:
return (longdouble)fVar4;
}
}
iVar1 = 0x32;
iVar2 = 0x32;
LAB_007b23bf:
NDebugOverlay::Circle(param_3,fVar5,iVar1,iVar1,iVar2,0xff,true,5.0);
return (longdouble)fVar4;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.