L L4D2node

CBasePlayer::DoubleCheckUseNPC

0x007b7990 · 391 bytes · __thiscall

_ZN11CBasePlayer17DoubleCheckUseNPCEP11CBaseEntityRK6VectorS4_

Decompiled

undefined (4 params)

/* CBasePlayer::DoubleCheckUseNPC(CBaseEntity*, Vector const&, Vector const&) */

CBaseEntity * __thiscall
CBasePlayer::DoubleCheckUseNPC
          (CBasePlayer *this,CBaseEntity *param_1,Vector *param_2,Vector *param_3)

{
  int iVar1;
  CTraceFilterSimple local_cc [16];
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [64];
  CBaseEntity *local_14;
  
  local_7c = 0;
  local_78 = 1;
  local_ac = *(float *)param_3 * 1024.0;
  local_bc = *(undefined4 *)param_2;
  local_a8 = *(float *)(param_3 + 4) * 1024.0;
  local_b8 = *(undefined4 *)(param_2 + 4);
  local_a4 = *(float *)(param_3 + 8) * 1024.0;
  local_b4 = *(undefined4 *)(param_2 + 8);
  local_84 = 0;
  local_88 = 0;
  local_8c = 0;
  local_77 = local_a8 * local_a8 + local_ac * local_ac + local_a4 * local_a4 != 0.0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  CTraceFilterSimple::CTraceFilterSimple
            (local_cc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x46004003,local_cc,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
  }
  if (local_14 != (CBaseEntity *)0x0) {
    iVar1 = CBaseEntity::MyNPCPointer();
    if ((iVar1 != 0) && (local_14 != param_1)) {
      return local_14;
    }
  }
  return param_1;
}

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)