ForEachSurvivor<FindFriendInDanger>
0x0085c090 · 865 bytes · __cdecl
_Z15ForEachSurvivorI18FindFriendInDangerEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<FindFriendInDanger>(FindFriendInDanger&) */
bool ForEachSurvivor<FindFriendInDanger>(FindFriendInDanger *param_1)
{
int *piVar1;
CBaseEntity *this;
undefined4 uVar2;
undefined4 uVar3;
char cVar4;
CBaseEntity *this_00;
int iVar5;
int iVar6;
int iVar7;
float fVar8;
undefined4 local_24;
undefined4 local_20;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
iVar7 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
0xb2c,&ForEachSurvivor<FindFriendInDanger>(FindFriendInDanger&)::tm_fmt,"(%s)%s",
"Unaccounted","ForEachSurvivor");
iVar7 = ___atan2f_finite;
}
uVar3 = local_20;
uVar2 = local_24;
iVar6 = _DAT_0105db00;
/* try { // try from 0085c226 to 0085c274 has its CatchHandler @ 0085c40a */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar5 = ThreadGetCurrentId(), iVar6 == iVar5)) {
if ((char *)*_DAT_0105d15c != "ForEachSurvivor") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc21c28,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar6 = 1;
do {
while ((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar6), this_00 == (CBaseEntity *)0x0 ||
(*(int *)(this_00 + 0x30) == 0))) {
LAB_0085c188:
iVar6 = iVar6 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar6) goto LAB_0085c1c4;
}
if (*(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
/* try { // try from 0085c15d to 0085c19c has its CatchHandler @ 0085c444 */
cVar4 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
/* try { // try from 0085c2cf to 0085c404 has its CatchHandler @ 0085c444 */
if (((cVar4 != '\0') && (*(int *)(this_00 + 0x1f6c) != 2)) &&
((iVar5 = CBaseEntity::GetTeamNumber(this_00), iVar5 == 2 &&
(((cVar4 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar4 != '\0' &&
(piVar1 = *(int **)param_1, piVar1 != (int *)0x0)) &&
(cVar4 = (**(code **)(*piVar1 + 0x424))(piVar1,this_00), cVar4 != '\0')))))) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
this = *(CBaseEntity **)param_1;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
fVar8 = (*(float *)(this + 0x2e8) - *(float *)(this_00 + 0x2e8)) *
(*(float *)(this + 0x2e8) - *(float *)(this_00 + 0x2e8)) +
(*(float *)(this + 0x2e4) - *(float *)(this_00 + 0x2e4)) *
(*(float *)(this + 0x2e4) - *(float *)(this_00 + 0x2e4)) +
(*(float *)(this + 0x2e0) - *(float *)(this_00 + 0x2e0)) *
(*(float *)(this + 0x2e0) - *(float *)(this_00 + 0x2e0));
if (((fVar8 < *(float *)(param_1 + 4) || fVar8 == *(float *)(param_1 + 4)) &&
((*(int *)(param_1 + 0xc) == 0 || (fVar8 < *(float *)(param_1 + 8))))) &&
(cVar4 = (**(code **)(**(int **)param_1 + 0x42c))(*(int **)param_1,this_00,0),
cVar4 != '\0')) {
*(CBaseEntity **)(param_1 + 0xc) = this_00;
*(float *)(param_1 + 8) = fVar8;
}
}
goto LAB_0085c188;
}
iVar6 = iVar6 + 1;
} while (iVar6 <= *(int *)(gpGlobals + 0x14));
}
LAB_0085c1c4:
iVar6 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar5 = ThreadGetCurrentId(), iVar6 == iVar5)) {
cVar4 = CVProfNode::ExitScope();
if (cVar4 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (iVar7 != 0) {
(**(code **)(iVar7 + 0x54))(iVar7,uVar2,uVar3,0,0,0);
}
return true;
}
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.