L L4D2node

Checkpoint::FindInterestingLookAtTarget

0x0086a9a0 · 371 bytes · __cdecl

_ZNK10Checkpoint27FindInterestingLookAtTargetERK6Vector

Decompiled

undefined (1 param)

/* Checkpoint::FindInterestingLookAtTarget(Vector const&) const */

Vector * Checkpoint::FindInterestingLookAtTarget(Vector *param_1)

{
  int *piVar1;
  undefined4 uVar2;
  int iVar3;
  float *pfVar4;
  char *pcVar5;
  undefined4 *puVar6;
  int iVar7;
  float *in_stack_0000000c;
  int *local_24;
  float local_20;
  
  if (0 < DAT_0100486c) {
    local_24 = (int *)0x0;
    iVar7 = 0;
    local_20 = 10000.0;
    do {
      piVar1 = *(int **)(TheWeaponSpawns + iVar7 * 4);
      pcVar5 = (char *)piVar1[0x1f];
      if (pcVar5 == (char *)0x0) {
        pcVar5 = "";
LAB_0086a9df:
        iVar3 = _V_stricmp("weapon_ammo_spawn",pcVar5);
        if (iVar3 != 0) {
          pfVar4 = (float *)(**(code **)(*piVar1 + 0x288))(piVar1);
          if ((pfVar4[2] - in_stack_0000000c[2]) * (pfVar4[2] - in_stack_0000000c[2]) +
              (pfVar4[1] - in_stack_0000000c[1]) * (pfVar4[1] - in_stack_0000000c[1]) +
              (*pfVar4 - *in_stack_0000000c) * (*pfVar4 - *in_stack_0000000c) < local_20 * local_20)
          {
            pfVar4 = (float *)(**(code **)(*piVar1 + 0x288))(piVar1);
            local_20 = SQRT((pfVar4[1] - in_stack_0000000c[1]) * (pfVar4[1] - in_stack_0000000c[1])
                            + (*pfVar4 - *in_stack_0000000c) * (*pfVar4 - *in_stack_0000000c) +
                            (pfVar4[2] - in_stack_0000000c[2]) * (pfVar4[2] - in_stack_0000000c[2]))
            ;
            local_24 = piVar1;
          }
        }
      }
      else if (pcVar5 != "weapon_ammo_spawn") goto LAB_0086a9df;
      iVar7 = iVar7 + 1;
    } while (iVar7 < DAT_0100486c);
    if (local_24 != (int *)0x0) {
      puVar6 = (undefined4 *)(**(code **)(*local_24 + 0x288))(local_24);
      *(undefined4 *)param_1 = *puVar6;
      uVar2 = puVar6[2];
      *(undefined4 *)(param_1 + 4) = puVar6[1];
      *(undefined4 *)(param_1 + 8) = uVar2;
      return param_1;
    }
  }
  *(undefined4 *)param_1 = vec3_origin;
  *(undefined4 *)(param_1 + 4) = DAT_01053d4c;
  *(undefined4 *)(param_1 + 8) = DAT_01053d50;
  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)