L L4D2node

CSceneFindMarkFilter::ShouldFindEntity

0x0081aa70 · 956 bytes · __thiscall

_ZN20CSceneFindMarkFilter16ShouldFindEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CSceneFindMarkFilter::ShouldFindEntity(CBaseEntity*) */

undefined4 __thiscall
CSceneFindMarkFilter::ShouldFindEntity(CSceneFindMarkFilter *this,CBaseEntity *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  uint uVar4;
  undefined4 uVar5;
  undefined4 *puVar6;
  float *pfVar7;
  float *pfVar8;
  undefined *puVar9;
  int iVar10;
  IHandleEntity *local_ec;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [43];
  char local_39;
  
  uVar4 = *(uint *)(this + 4);
  if ((((uVar4 == 0xffffffff) ||
       (puVar9 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar9 + 8) != uVar4 >> 0xc)) || (*(int *)(puVar9 + 4) == 0)) {
    uVar5 = 1;
  }
  else {
    uVar4 = *(uint *)(this + 8);
    if (((uVar4 == 0xffffffff) ||
        (puVar9 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar9 + 8) != uVar4 >> 0xc || (*(int *)(puVar9 + 4) == 0)))) {
      if (param_1 == (CBaseEntity *)0x0) {
        *(undefined4 *)(this + 8) = 0xffffffff;
      }
      else {
        puVar6 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
        *(undefined4 *)(this + 8) = *puVar6;
      }
    }
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    fVar1 = *(float *)(param_1 + 0x2e0);
    fVar2 = *(float *)(param_1 + 0x2e4);
    fVar3 = *(float *)(param_1 + 0x2e8);
    uVar4 = *(uint *)(this + 4);
    if (((uVar4 == 0xffffffff) ||
        (puVar9 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar9 + 8) != uVar4 >> 0xc)) {
      local_ec = (IHandleEntity *)0x0;
    }
    else {
      local_ec = *(IHandleEntity **)(puVar9 + 4);
    }
    pfVar7 = (float *)(**(code **)(*(int *)(local_ec + 0x194) + 8))(local_ec + 0x194);
    iVar10 = 0;
    uVar4 = *(uint *)(this + 4);
    if (((uVar4 != 0xffffffff) &&
        (puVar9 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar9 + 8) == uVar4 >> 0xc)) {
      iVar10 = *(int *)(puVar9 + 4);
    }
    pfVar8 = (float *)(**(code **)(*(int *)(iVar10 + 0x194) + 4))(iVar10 + 0x194);
    local_87 = 0;
    local_bc = 0;
    local_b8 = 0;
    local_b4 = 0;
    local_8c = 0;
    local_9c = (*pfVar7 - *pfVar8) * 0.5;
    local_98 = (pfVar7[1] - pfVar8[1]) * 0.5;
    local_94 = (pfVar7[2] - pfVar8[2]) * 0.5;
    local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
    local_ac = (*pfVar7 + *pfVar8) * 0.5;
    local_a8 = (pfVar7[1] + pfVar8[1]) * 0.5;
    local_a4 = (pfVar7[2] + pfVar8[2]) * 0.5;
    local_cc = fVar1 + local_ac;
    local_c8 = fVar2 + local_a8;
    local_c4 = fVar3 + local_a4;
    local_ac = -local_ac;
    local_a8 = -local_a8;
    local_a4 = -local_a4;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,local_ec,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
    (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x200400b,local_dc,local_70);
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
    }
    uVar5 = 0;
    if (local_39 == '\0') {
      puVar6 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      *(undefined4 *)(this + 8) = *puVar6;
      return 1;
    }
  }
  return uVar5;
}

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)