L L4D2node

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 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)