CDirectorTacticalServices::IsSpawnLocationVisibleToTeam
0x008c1500 · 464 bytes · __thiscall
_ZNK25CDirectorTacticalServices28IsSpawnLocationVisibleToTeamERK6VectoriiP13TerrorNavAreaff
Decompiled
undefined (7 params)
/* CDirectorTacticalServices::IsSpawnLocationVisibleToTeam(Vector const&, int, int, TerrorNavArea*,
float, float) const */
undefined4 __thiscall
CDirectorTacticalServices::IsSpawnLocationVisibleToTeam
(CDirectorTacticalServices *this,Vector *param_1,int param_2,int param_3,
TerrorNavArea *param_4,float param_5,float param_6)
{
int iVar1;
code *pcVar2;
int *piVar3;
undefined4 uVar4;
int *piVar5;
int *piVar6;
float *pfVar7;
int aiStack_b4 [5];
float local_a0;
int local_9c [5];
float local_88;
float local_84;
int local_80;
undefined1 local_71;
float local_70;
float local_6c;
float local_64;
float local_60;
undefined4 local_5c;
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c [3];
local_71 = 0;
local_84 = param_5 * 0.5;
if (0 < *(int *)(gpGlobals + 0x14)) {
local_80 = 1;
local_88 = param_6 * 0.5;
piVar5 = aiStack_b4 + 2;
do {
*piVar5 = local_80;
piVar5[-1] = 0x8c1563;
piVar3 = (int *)UTIL_PlayerByIndex(*piVar5);
piVar6 = piVar5;
if (piVar3 != (int *)0x0) {
iVar1 = *piVar3;
piVar5[1] = (int)piVar3;
*piVar5 = (int)&local_70;
pfVar7 = &local_58;
pcVar2 = *(code **)(iVar1 + 0x234);
piVar5[-1] = 0x8c1582;
(*pcVar2)();
piVar6 = piVar5 + -1;
local_5c = 0;
local_64 = *(float *)param_1 - local_70;
local_60 = *(float *)(param_1 + 4);
piVar5[-1] = (int)&local_64;
local_60 = local_60 - local_6c;
piVar5[-2] = 0x8c15b4;
VectorNormalize((Vector *)piVar5[-1]);
local_40 = *(float *)param_1;
local_3c = *(float *)(param_1 + 4);
local_50 = *(float *)(param_1 + 8);
local_4c = local_40 - local_60 * local_84;
local_58 = local_60 * local_84 + local_40;
local_54 = -local_64 * local_84 + local_3c;
local_48 = local_3c - -local_64 * local_84;
local_38 = local_88 + local_50;
local_2c = local_50 + param_6;
local_44 = local_50;
local_34 = local_58;
local_30 = local_54;
local_28 = local_4c;
local_24 = local_48;
local_20 = local_2c;
do {
piVar5[4] = 0;
piVar5[6] = (int)&local_71;
piVar5[5] = (int)¶m_4;
piVar5[3] = 0;
piVar5[2] = param_3;
*piVar5 = (int)piVar3;
piVar5[1] = param_2;
piVar5[-1] = (int)pfVar7;
piVar5[-2] = 0x8c169a;
uVar4 = IsVisibleToPlayer((Vector *)piVar5[-1],(CBasePlayer *)*piVar5,piVar5[1],piVar5[2],
(float)piVar5[3],(CBaseEntity *)piVar5[4],
(TerrorNavArea **)piVar5[5],(bool *)piVar5[6]);
if ((char)uVar4 != '\0') {
return uVar4;
}
pfVar7 = pfVar7 + 3;
} while (pfVar7 != local_1c);
}
local_80 = local_80 + 1;
piVar5 = piVar6;
} while (local_80 <= *(int *)(gpGlobals + 0x14));
}
return 0;
}
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
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.