L L4D2node

CDirectorItemManager::CollectHealingItems

0x008a4e40 · 370 bytes · __thiscall

_ZN20CDirectorItemManager19CollectHealingItemsEv

Decompiled

undefined (1 param)

/* CDirectorItemManager::CollectHealingItems() */

CDirectorItemManager * __thiscall
CDirectorItemManager::CollectHealingItems(CDirectorItemManager *this)

{
  CBaseEntity *this_00;
  int iVar1;
  int *piVar2;
  undefined4 uVar3;
  int iVar4;
  undefined4 *puVar5;
  int iVar6;
  undefined4 local_24;
  undefined4 local_20;
  
  piVar2 = mdlcache;
  if (this[0x28] != (CDirectorItemManager)0x0) {
    return this + 0x10;
  }
  local_24 = 0xffffffff;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
  iVar1 = DAT_0100486c;
  if (0 < DAT_0100486c) {
    iVar6 = 0;
    do {
      while ((this_00 = *(CBaseEntity **)(TheWeaponSpawns + iVar6 * 4),
             this_00 == (CBaseEntity *)0x0 || (((byte)this_00[0x14c] & 1) != 0))) {
LAB_008a4e98:
        iVar6 = iVar6 + 1;
        if (iVar6 == iVar1) goto LAB_008a4f80;
      }
                    /* try { // try from 008a4ebd to 008a4f95 has its CatchHandler @ 008a4fb9 */
      uVar3 = (**(code **)(*(int *)this_00 + 0x3cc))(this_00);
      iVar4 = GetWeaponInfo(uVar3);
      if ((iVar4 == 0) || (*(int *)(iVar4 + 0x894) != 8)) goto LAB_008a4e98;
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      iVar4 = CNavMesh::GetNearestNavArea
                        (TheNavMesh,(Vector *)(this_00 + 0x2e0),false,10000.0,false,true,false);
      if (iVar4 == 0) goto LAB_008a4e98;
      puVar5 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
      local_24 = *puVar5;
      local_20 = *(undefined4 *)(iVar4 + 0x154);
      CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
      ::InsertBefore((CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
                      *)(this + 0x10),*(int *)(this + 0x1c),(HealingItemInfo *)&local_24);
      iVar6 = iVar6 + 1;
    } while (iVar6 != iVar1);
  }
LAB_008a4f80:
  CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
  ::Sort((CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
          *)(this + 0x10),CompareFlow);
  this[0x28] = (CDirectorItemManager)0x1;
  *(undefined4 *)(this + 0x24) = 0;
  (**(code **)(*piVar2 + 0x6c))(piVar2);
  return this + 0x10;
}

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)