L L4D2node

AttenuateCaption

0x00811f30 · 136 bytes · __cdecl

_Z16AttenuateCaptionPKcRK6VectorR10CUtlVectorIS1_10CUtlMemoryIS1_iEE

Decompiled

undefined (3 params)

/* AttenuateCaption(char const*, Vector const&, CUtlVector<Vector, CUtlMemory<Vector, int> >&) */

undefined4 AttenuateCaption(char *param_1,Vector *param_2,CUtlVector *param_3)

{
  float fVar1;
  float *pfVar2;
  int iVar3;
  
  fVar1 = *(float *)(scene_maxcaptionradius._28_4_ + 0x2c);
  if ((0.0 < fVar1) && (0 < *(int *)(param_3 + 0xc))) {
    pfVar2 = *(float **)param_3;
    iVar3 = 0;
    while (fVar1 * fVar1 <
           (pfVar2[1] - *(float *)(param_2 + 4)) * (pfVar2[1] - *(float *)(param_2 + 4)) +
           (*pfVar2 - *(float *)param_2) * (*pfVar2 - *(float *)param_2) +
           (pfVar2[2] - *(float *)(param_2 + 8)) * (pfVar2[2] - *(float *)(param_2 + 8))) {
      iVar3 = iVar3 + 1;
      pfVar2 = pfVar2 + 3;
      if (iVar3 == *(int *)(param_3 + 0xc)) {
        return 1;
      }
    }
  }
  return 0;
}

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)