CDirector::GetClosestActivePipeBomb
0x00875420 · 264 bytes · __thiscall
_ZNK9CDirector24GetClosestActivePipeBombERK6Vector
Decompiled
undefined (2 params)
/* CDirector::GetClosestActivePipeBomb(Vector const&) const */
CBaseEntity * __thiscall CDirector::GetClosestActivePipeBomb(CDirector *this,Vector *param_1)
{
uint uVar1;
CBaseEntity *this_00;
undefined *puVar2;
int iVar3;
float fVar4;
float fVar5;
CBaseEntity *local_20;
if (*(int *)(this + 0x460) < 1) {
local_20 = (CBaseEntity *)0x0;
}
else {
iVar3 = 0;
local_20 = (CBaseEntity *)0x0;
fVar5 = 3.4028235e+38;
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x454) + iVar3 * 4), uVar1 != 0xffffffff &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar2 + 4), this_00 != (CBaseEntity *)0x0))) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
fVar4 = (*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)) *
(*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)) +
(*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 8)) *
(*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 8)) +
(*(float *)(this_00 + 0x2e0) - *(float *)param_1) *
(*(float *)(this_00 + 0x2e0) - *(float *)param_1);
if (fVar5 <= fVar4) break;
iVar3 = iVar3 + 1;
fVar5 = fVar4;
local_20 = this_00;
if (*(int *)(this + 0x460) <= iVar3) {
return this_00;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x460));
}
return local_20;
}
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.