CDirectorItemManager::CollectItemLocations<CHandle<CBaseEntity>>
0x008abe80 · 623 bytes · __thiscall
_ZN20CDirectorItemManager20CollectItemLocationsI7CHandleI11CBaseEntityEEEvPKcP20EntityPopulationInfoIT_Ebb
Decompiled
void (5 params)
/* void CDirectorItemManager::CollectItemLocations<CHandle<CBaseEntity> >(char const*,
EntityPopulationInfo<CHandle<CBaseEntity> >*, bool, bool) */
void __thiscall
CDirectorItemManager::CollectItemLocations<CHandle<CBaseEntity>>
(CDirectorItemManager *this,char *param_1,EntityPopulationInfo *param_2,bool param_3,
bool param_4)
{
CBaseEntity CVar1;
char cVar2;
CBaseEntity *this_00;
undefined4 *puVar3;
int iVar4;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
param_2[4] = (EntityPopulationInfo)0x0;
*(char **)param_2 = param_1;
*(undefined4 *)(param_2 + 0x28) = 0;
param_2[0x30] = (EntityPopulationInfo)param_4;
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1);
do {
if (this_00 == (CBaseEntity *)0x0) {
CollateEncounters<CHandle<CBaseEntity>>
(this,param_2,param_3,*(float *)(director_item_cluster_range._28_4_ + 0x2c),
(CUtlVector *)(this + 0x41c));
if (*(int *)(director_debug_scavenge_items._28_4_ + 0x30) != 0) {
Msg("Collected %d total %s items in %d encounters \n",*(undefined4 *)(param_2 + 0x28),
param_1,*(undefined4 *)(param_2 + 0x14));
}
return;
}
if (((byte)this_00[0x14c] & 1) == 0) {
cVar2 = CTerrorGameRules::IsScavengeMode();
if ((cVar2 == '\0') && (cVar2 = CTerrorGameRules::IsSurvivalMode(), cVar2 == '\0')) {
if (((byte)this_00[0x148] & 2) != 0) goto LAB_008abed8;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
iVar4 = CNavMesh::GetNearestNavArea
(TheNavMesh,(Vector *)(this_00 + 0x2e0),false,500.0,true,true,false);
if (iVar4 == 0) goto LAB_008abf0c;
if ((*(uint *)(iVar4 + 300) & 0x880) != 0) goto LAB_008abed8;
CVar1 = this_00[0x14d];
}
else {
LAB_008abf0c:
CVar1 = this_00[0x14d];
}
if (((byte)CVar1 & 8) == 0) {
local_20 = 0xffffffff;
local_3c = *(undefined4 *)(this_00 + 0x2e0);
local_38 = *(undefined4 *)(this_00 + 0x2e4);
local_34 = *(undefined4 *)(this_00 + 0x2e8);
}
else {
local_20 = 0xffffffff;
CBaseEntity::CalcAbsolutePosition(this_00);
local_3c = *(undefined4 *)(this_00 + 0x2e0);
local_38 = *(undefined4 *)(this_00 + 0x2e4);
local_34 = *(undefined4 *)(this_00 + 0x2e8);
if ((*(uint *)(this_00 + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
}
local_30 = *(undefined4 *)(this_00 + 0x37c);
local_24 = 0;
local_2c = *(undefined4 *)(this_00 + 0x380);
local_28 = *(undefined4 *)(this_00 + 900);
puVar3 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
local_20 = *puVar3;
CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>,int>>
::InsertBefore((CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>,int>>
*)(param_2 + 0x1c),*(int *)(param_2 + 0x28),(EntityLocationInfo *)&local_3c);
}
LAB_008abed8:
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this_00,param_1);
} while( true );
}
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.