CEnvSoundscape::InRangeOfPlayer
0x0082e800 · 514 bytes · __thiscall
_ZN14CEnvSoundscape15InRangeOfPlayerEP11CBasePlayer
Decompiled
undefined (2 params)
/* CEnvSoundscape::InRangeOfPlayer(CBasePlayer*) */
undefined4 __thiscall CEnvSoundscape::InRangeOfPlayer(CEnvSoundscape *this,CBasePlayer *param_1)
{
float fVar1;
float local_e4;
float local_e0;
float local_dc;
float local_d8;
float local_d4;
float local_d0;
CTraceFilterSimple local_cc [16];
float local_bc;
float local_b8;
float 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 [32];
float local_34;
char local_29;
(**(code **)(*(int *)this + 0x240))(&local_e4,this);
(**(code **)(*(int *)param_1 + 0x240))(&local_d8,param_1);
local_a8 = local_d4 - local_e0;
local_a4 = local_d0 - local_dc;
local_ac = local_d8 - local_e4;
fVar1 = local_a4 * local_a4 + local_a8 * local_a8 + local_ac * local_ac;
if ((SQRT(fVar1) < *(float *)(this + 0x458)) || (*(float *)(this + 0x458) == -1.0)) {
local_77 = fVar1 != 0.0;
local_b8 = local_e0;
local_84 = 0;
local_88 = 0;
local_8c = 0;
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_bc = local_e4;
local_b4 = local_dc;
local_7c = 0;
local_78 = 1;
CTraceFilterSimple::CTraceFilterSimple
(local_cc,(IHandleEntity *)param_1,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x403b,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_34 == 1.0) && (local_29 == '\0')) {
return 1;
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.