CDirector::IsLocationFoggedToSurvivors
0x0087aa90 · 341 bytes · __thiscall
_ZNK9CDirector27IsLocationFoggedToSurvivorsERK6Vector
Decompiled
undefined (2 params)
/* CDirector::IsLocationFoggedToSurvivors(Vector const&) const */
undefined4 __thiscall CDirector::IsLocationFoggedToSurvivors(CDirector *this,Vector *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
CBaseEntity *this_00;
float fVar5;
fogparams_t local_60 [40];
float local_38;
iVar2 = GetScriptValue(this,"ZombieSpawnInFog",
(uint)(*(int *)(DirectorPrivate_DirectorUseFogSpawning._28_4_ + 0x30) != 0)
);
uVar3 = 0;
if (iVar2 != 0) {
iVar2 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
while ((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar2), this_00 == (CBaseEntity *)0x0 ||
(*(int *)(this_00 + 0x30) == 0))) {
LAB_0087ab10:
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) goto LAB_0087ab4c;
}
if (*(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if ((cVar1 != '\0') && (*(int *)(this_00 + 0x1f6c) != 2)) {
iVar4 = CBaseEntity::GetTeamNumber(this_00);
cVar1 = IsASurvivorTeam(iVar4);
if (cVar1 != '\0') {
fogparams_t::fogparams_t(local_60);
(**(code **)(*(int *)this_00 + 0x418))(this_00,local_60);
fVar5 = local_38 * local_38;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if ((*(float *)(this_00 + 0x2e0) - *(float *)param_1) *
(*(float *)(this_00 + 0x2e0) - *(float *)param_1) +
(*(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)) < fVar5) {
return 0;
}
}
}
goto LAB_0087ab10;
}
iVar2 = iVar2 + 1;
} while (iVar2 <= *(int *)(gpGlobals + 0x14));
}
LAB_0087ab4c:
uVar3 = 1;
}
return uVar3;
}
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.