CDirectorItemManager::CollateEncounters<CHandle<CWeaponSpawnConfigurable>>
0x008ab910 · 475 bytes · __thiscall
_ZN20CDirectorItemManager17CollateEncountersI7CHandleI24CWeaponSpawnConfigurableEEEvP20EntityPopulationInfoIT_EbfP10CUtlVectorIP18EntityLocationInfoIS5_E10CUtlMemoryISB_iEE
Decompiled
void (5 params)
/* void CDirectorItemManager::CollateEncounters<CHandle<CWeaponSpawnConfigurable>
>(EntityPopulationInfo<CHandle<CWeaponSpawnConfigurable> >*, bool, float,
CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable> >*,
CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable> >*, int> >*) */
void __thiscall
CDirectorItemManager::CollateEncounters<CHandle<CWeaponSpawnConfigurable>>
(CDirectorItemManager *this,EntityPopulationInfo *param_1,bool param_2,float param_3,
CUtlVector *param_4)
{
bool bVar1;
int iVar2;
int iVar3;
Vector *pVVar4;
int iVar5;
int iVar6;
Vector *local_38;
Vector *local_20 [4];
*(undefined4 *)(param_1 + 0x14) = 0;
if (0 < *(int *)(param_1 + 0x28)) {
iVar6 = 1;
do {
while( true ) {
iVar5 = (iVar6 + 0x7ffffff) * 0x20;
local_20[0] = (Vector *)(*(int *)(param_1 + 0x1c) + iVar5);
if (param_1[0x30] != (EntityPopulationInfo)0x0) break;
CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
::InsertBefore((CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
*)(param_1 + 8),*(int *)(param_1 + 0x14),(EntityLocationInfo **)local_20);
bVar1 = *(int *)(param_1 + 0x28) <= iVar6;
iVar6 = iVar6 + 1;
if (bVar1) {
return;
}
}
if (*(int *)(local_20[0] + 0x18) == 0) {
iVar2 = CNavMesh::GetNearestNavArea(TheNavMesh,local_20[0],false,500.0,true,true,false);
if (((iVar2 == 0) || (param_4 == (CUtlVector *)0x0)) ||
((*(byte *)(iVar2 + 300) & 0x40) == 0)) {
CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
::InsertBefore((CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
*)(param_1 + 8),*(int *)(param_1 + 0x14),(EntityLocationInfo **)local_20);
}
else if (!param_2) {
CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
::InsertBefore((CUtlVector<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,CUtlMemory<EntityLocationInfo<CHandle<CWeaponSpawnConfigurable>>*,int>>
*)param_4,*(int *)(param_4 + 0xc),(EntityLocationInfo **)local_20);
}
if (*(int *)(param_1 + 0x28) <= iVar6) {
return;
}
iVar5 = iVar5 + 0x20;
local_38 = local_20[0];
iVar2 = iVar6;
do {
while ((pVVar4 = (Vector *)(*(int *)(param_1 + 0x1c) + iVar5),
*(float *)(pVVar4 + 0x18) == 0.0 &&
((*(float *)(local_20[0] + 4) - *(float *)(pVVar4 + 4)) *
(*(float *)(local_20[0] + 4) - *(float *)(pVVar4 + 4)) +
(*(float *)local_20[0] - *(float *)pVVar4) *
(*(float *)local_20[0] - *(float *)pVVar4) +
(*(float *)(local_20[0] + 8) - *(float *)(pVVar4 + 8)) *
(*(float *)(local_20[0] + 8) - *(float *)(pVVar4 + 8)) < param_3 * param_3))) {
iVar2 = iVar2 + 1;
iVar5 = iVar5 + 0x20;
*(Vector **)(local_38 + 0x18) = pVVar4;
*(Vector **)(pVVar4 + 0x18) = local_20[0];
iVar3 = *(int *)(param_1 + 0x28);
local_38 = pVVar4;
if (iVar3 <= iVar2) goto LAB_008ab96c;
}
iVar3 = *(int *)(param_1 + 0x28);
iVar2 = iVar2 + 1;
iVar5 = iVar5 + 0x20;
} while (iVar2 < iVar3);
}
else {
iVar3 = *(int *)(param_1 + 0x28);
}
LAB_008ab96c:
bVar1 = iVar6 < iVar3;
iVar6 = iVar6 + 1;
} while (bVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.