L L4D2node

ScavengeClusterDistanceSort

0x008b25d0 · 388 bytes · __cdecl

_Z27ScavengeClusterDistanceSortPK7CHandleI11CBaseEntityES3_

Decompiled

undefined (2 params)

/* ScavengeClusterDistanceSort(CHandle<CBaseEntity> const*, CHandle<CBaseEntity> const*) */

int ScavengeClusterDistanceSort(CHandle *param_1,CHandle *param_2)

{
  int iVar1;
  uint uVar2;
  undefined *puVar3;
  CBaseEntity *this;
  CBaseEntity *this_00;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  
  this = (CBaseEntity *)0x0;
  iVar1 = *(int *)(TheDirector + 0x644);
  fVar7 = *(float *)(iVar1 + 0x54);
  fVar9 = *(float *)(iVar1 + 0x58);
  fVar5 = *(float *)(iVar1 + 0x5c);
  uVar2 = *(uint *)param_1;
  if (((uVar2 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) {
    this = *(CBaseEntity **)(puVar3 + 4);
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this);
  }
  fVar8 = *(float *)(this + 0x2e0) - fVar7;
  this_00 = (CBaseEntity *)0x0;
  fVar4 = *(float *)(this + 0x2e8) - fVar5;
  fVar6 = *(float *)(this + 0x2e4) - fVar9;
  uVar2 = *(uint *)param_2;
  if (((uVar2 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) {
    this_00 = *(CBaseEntity **)(puVar3 + 4);
  }
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  fVar9 = *(float *)(this_00 + 0x2e4) - fVar9;
  fVar5 = *(float *)(this_00 + 0x2e8) - fVar5;
  fVar7 = *(float *)(this_00 + 0x2e0) - fVar7;
  return (int)(fVar4 * fVar4 + fVar8 * fVar8 + fVar6 * fVar6) -
         (int)(fVar5 * fVar5 + fVar9 * fVar9 + fVar7 * fVar7);
}

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)