ForEachSurvivor<LowestFlowDistance>
0x0088f8d0 · 846 bytes · __cdecl
_Z15ForEachSurvivorI18LowestFlowDistanceEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<LowestFlowDistance>(LowestFlowDistance&) */
bool ForEachSurvivor<LowestFlowDistance>(LowestFlowDistance *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
TerrorNavArea *pTVar3;
Checkpoint *pCVar4;
int iVar5;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (___atan2f_finite == 0) {
local_20 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
0xb2c,&ForEachSurvivor<LowestFlowDistance>(LowestFlowDistance&)::tm_fmt,"(%s)%s",
"Unaccounted","ForEachSurvivor");
local_20 = ___atan2f_finite;
}
iVar5 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 0088fa66 to 0088fab4 has its CatchHandler @ 0088fc32 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar2 = ThreadGetCurrentId(), iVar5 == iVar2)) {
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)) {
iVar5 = 1;
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar5), this == (CBaseEntity *)0x0 ||
(*(int *)(this + 0x30) == 0))) {
LAB_0088f9c8:
iVar5 = iVar5 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar5) goto LAB_0088fa04;
}
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
/* try { // try from 0088f99d to 0088f9dc has its CatchHandler @ 0088fc47 */
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
/* try { // try from 0088fb0f to 0088fc24 has its CatchHandler @ 0088fc47 */
if ((((((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
((iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2 &&
((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0' &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == *(int *)(param_1 + 4))))))) &&
((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 == '\0' ||
(((byte)param_1[0x10] & 1) == 0)))) &&
((((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0' ||
(((byte)param_1[0x10] & 2) == 0)) &&
(pTVar3 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this),
pTVar3 != (TerrorNavArea *)0x0)) && (-9999.0 < *(float *)(pTVar3 + 0x154))))) &&
((((byte)param_1[0x10] & 4) == 0 ||
(((pCVar4 = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh),
pCVar4 == (Checkpoint *)0x0 ||
(cVar1 = Checkpoint::ContainsArea(pCVar4,pTVar3), cVar1 == '\0')) &&
((pCVar4 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh),
pCVar4 == (Checkpoint *)0x0 ||
(cVar1 = Checkpoint::ContainsArea(pCVar4,pTVar3), cVar1 == '\0')))))))) {
if ((*(int *)(param_1 + 0xc) == 0) ||
(*(float *)(pTVar3 + 0x154) <= *(float *)param_1 &&
*(float *)param_1 != *(float *)(pTVar3 + 0x154))) {
*(CBaseEntity **)(param_1 + 0xc) = this;
*(undefined4 *)param_1 = *(undefined4 *)(pTVar3 + 0x154);
}
*(int *)(param_1 + 8) = *(int *)(param_1 + 8) + 1;
}
goto LAB_0088f9c8;
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(gpGlobals + 0x14));
}
LAB_0088fa04:
iVar5 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar2 = ThreadGetCurrentId(), iVar5 == iVar2)) {
cVar1 = CVProfNode::ExitScope();
if (cVar1 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
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.