L L4D2node

CDirectorScavengeMode::SpawnAllScavengeItemsNonVirtual

0x008b44d0 · 1106 bytes · __thiscall

_ZN21CDirectorScavengeMode31SpawnAllScavengeItemsNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::SpawnAllScavengeItemsNonVirtual() */

int __thiscall CDirectorScavengeMode::SpawnAllScavengeItemsNonVirtual(CDirectorScavengeMode *this)

{
  CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *this_00;
  int iVar1;
  float fVar2;
  CBaseEntity CVar3;
  uint uVar4;
  undefined4 uVar5;
  char cVar6;
  CBaseEntity *pCVar7;
  undefined4 *puVar8;
  int iVar9;
  undefined *puVar10;
  CUtlMemory<CHandle<CBaseEntity>,int> *this_01;
  int iVar11;
  CBaseEntity *this_02;
  undefined4 *puVar12;
  int iVar13;
  float fVar14;
  int local_4c;
  int local_48;
  int local_44;
  float local_40;
  undefined4 local_34;
  void *local_30;
  undefined4 local_2c;
  undefined4 local_28;
  size_t local_24;
  void *local_20;
  
  cVar6 = CTerrorGameRules::IsScavengeMode();
  if ((cVar6 == '\0') ||
     (cVar6 = CDirectorChallengeMode::SingleScavengeCluster
                        (*(CDirectorChallengeMode **)(TheDirector + 0x648)), cVar6 == '\0')) {
    return 0;
  }
  pCVar7 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByClassname
                     ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"point_prop_use_target");
  if (pCVar7 != (CBaseEntity *)0x0) {
    if (((byte)pCVar7[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(pCVar7);
    }
    *(undefined4 *)(this + 0x54) = *(undefined4 *)(pCVar7 + 0x2e0);
    *(undefined4 *)(this + 0x58) = *(undefined4 *)(pCVar7 + 0x2e4);
    *(undefined4 *)(this + 0x5c) = *(undefined4 *)(pCVar7 + 0x2e8);
  }
  local_30 = (void *)0x0;
  pCVar7 = (CBaseEntity *)0x0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = (void *)0x0;
  local_4c = 0;
  while (pCVar7 = (CBaseEntity *)
                  CGlobalEntityList::FindEntityByClassname
                            ((CGlobalEntityList *)gEntList,pCVar7,"weapon_scavenge_item_spawn"),
        pCVar7 != (CBaseEntity *)0x0) {
    local_4c = local_4c + 1;
    local_34 = 0xffffffff;
                    /* try { // try from 008b45b0 to 008b4905 has its CatchHandler @ 008b4933 */
    puVar8 = (undefined4 *)(**(code **)(*(int *)pCVar7 + 0xc))(pCVar7);
    local_34 = *puVar8;
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
              ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)&local_30,
               local_24,(CHandle *)&local_34);
  }
  if (1 < (int)local_24) {
    if (local_30 == (void *)0x0) {
      local_40 = (float)(local_24 - 1);
      do {
        if (0 < (int)local_40) {
          iVar13 = 0;
          iVar11 = 1;
          do {
            while( true ) {
              iVar1 = iVar11 * 4;
              iVar9 = ScavengeClusterDistanceSort
                                ((CHandle *)((int)local_30 + iVar13),
                                 (CHandle *)((int)local_30 + iVar1));
              if (-1 < iVar9) break;
              iVar11 = iVar11 + 1;
              puVar12 = (undefined4 *)(iVar1 + (int)local_30);
              puVar8 = (undefined4 *)((int)local_30 + iVar13);
              iVar13 = iVar13 + 4;
              uVar5 = *puVar8;
              *puVar8 = *puVar12;
              *puVar12 = uVar5;
              if ((int)local_40 < iVar11) goto LAB_008b4924;
            }
            iVar11 = iVar11 + 1;
            iVar13 = iVar13 + 4;
          } while (iVar11 <= (int)local_40);
        }
LAB_008b4924:
        local_40 = (float)((int)local_40 + -1);
      } while (local_40 != -NAN);
    }
    else {
      qsort(local_30,local_24,4,ScavengeClusterDistanceSort);
    }
  }
  fVar2 = *(float *)(scavenge_cluster_range_squared._28_4_ + 0x2c);
  iVar11 = *(int *)(this + 0x38) + -1;
  if (-1 < iVar11) {
    iVar13 = iVar11 * 0x14;
    do {
      iVar11 = iVar11 + -1;
      this_01 = (CUtlMemory<CHandle<CBaseEntity>,int> *)(*(int *)(this + 0x2c) + iVar13);
      iVar13 = iVar13 + -0x14;
      *(undefined4 *)(this_01 + 0xc) = 0;
      CUtlMemory<CHandle<CBaseEntity>,int>::Purge(this_01);
      *(undefined4 *)(this_01 + 0x10) = *(undefined4 *)this_01;
      CUtlMemory<CHandle<CBaseEntity>,int>::Purge(this_01);
    } while (iVar11 != -1);
  }
  *(undefined4 *)(this + 0x38) = 0;
  if ((int)local_24 < 1) {
LAB_008b4866:
    *(undefined4 *)(this + 0x60) = 0xffffffff;
    if (*(char *)(TheDirector + 0x4e5) == '\0') {
      *(undefined4 *)(this + 0x4c) = 0;
      *(undefined4 *)(this + 100) = 0;
    }
    SpawnNextScavengeCluster(this);
    local_24 = 0;
    CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)&local_30);
    local_20 = local_30;
    CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)&local_30);
    return local_4c;
  }
  local_48 = 0;
  iVar11 = 0;
  do {
    pCVar7 = (CBaseEntity *)0x0;
    uVar4 = *(uint *)((int)local_30 + local_48 * 4);
    if (((uVar4 != 0xffffffff) &&
        (puVar10 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar10 + 8) == uVar4 >> 0xc)) {
      pCVar7 = *(CBaseEntity **)(puVar10 + 4);
    }
    if (iVar11 < 1) {
LAB_008b4838:
      local_44 = CUtlVector<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>,CUtlMemory<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>,int>>
                 ::InsertBefore((CUtlVector<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>,CUtlMemory<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>,int>>
                                 *)(this + 0x2c),iVar11);
      local_34 = 0xffffffff;
      if (pCVar7 != (CBaseEntity *)0x0) {
        puVar8 = (undefined4 *)(**(code **)(*(int *)pCVar7 + 0xc))(pCVar7);
        local_34 = *puVar8;
      }
    }
    else {
      iVar13 = 0;
      local_44 = -1;
      local_40 = fVar2;
      do {
        this_02 = (CBaseEntity *)0x0;
        uVar4 = **(uint **)(iVar13 * 0x14 + *(int *)(this + 0x2c));
        if (((uVar4 != 0xffffffff) &&
            (puVar10 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc))
           && (*(uint *)(puVar10 + 8) == uVar4 >> 0xc)) {
          this_02 = *(CBaseEntity **)(puVar10 + 4);
        }
        if (((byte)this_02[0x14d] & 8) == 0) {
          CVar3 = pCVar7[0x14d];
        }
        else {
          CBaseEntity::CalcAbsolutePosition(this_02);
          CVar3 = pCVar7[0x14d];
        }
        if (((byte)CVar3 & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(pCVar7);
        }
        fVar14 = (*(float *)(pCVar7 + 0x2e8) - *(float *)(this_02 + 0x2e8)) *
                 (*(float *)(pCVar7 + 0x2e8) - *(float *)(this_02 + 0x2e8)) +
                 (*(float *)(pCVar7 + 0x2e0) - *(float *)(this_02 + 0x2e0)) *
                 (*(float *)(pCVar7 + 0x2e0) - *(float *)(this_02 + 0x2e0)) +
                 (*(float *)(pCVar7 + 0x2e4) - *(float *)(this_02 + 0x2e4)) *
                 (*(float *)(pCVar7 + 0x2e4) - *(float *)(this_02 + 0x2e4));
        if (fVar14 < local_40) {
          local_44 = iVar13;
          local_40 = fVar14;
        }
        iVar13 = iVar13 + 1;
        iVar11 = *(int *)(this + 0x38);
      } while (iVar13 < iVar11);
      if (local_44 == -1) goto LAB_008b4838;
      local_34 = 0xffffffff;
      puVar8 = (undefined4 *)(**(code **)(*(int *)pCVar7 + 0xc))(pCVar7);
      local_34 = *puVar8;
    }
    this_00 = (CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
              (*(int *)(this + 0x2c) + local_44 * 0x14);
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
              (this_00,*(int *)(this_00 + 0xc),(CHandle *)&local_34);
    local_48 = local_48 + 1;
    if ((int)local_24 <= local_48) goto LAB_008b4866;
    iVar11 = *(int *)(this + 0x38);
  } while( true );
}

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)