L L4D2node

CDirectorTacticalServices::GetSpecialZombiesInRange

0x008c1a40 · 350 bytes · __thiscall

_ZNK25CDirectorTacticalServices24GetSpecialZombiesInRangeEfR10CUtlVectorIf10CUtlMemoryIfiEERS0_IP13CTerrorPlayerS1_IS6_iEEP11CBaseEntity

Decompiled

undefined (5 params)

/* CDirectorTacticalServices::GetSpecialZombiesInRange(float, CUtlVector<float, CUtlMemory<float,
   int> >&, CUtlVector<CTerrorPlayer*, CUtlMemory<CTerrorPlayer*, int> >&, CBaseEntity*) const */

int __thiscall
CDirectorTacticalServices::GetSpecialZombiesInRange
          (CDirectorTacticalServices *this,float param_1,CUtlVector *param_2,CUtlVector *param_3,
          CBaseEntity *param_4)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  int local_34;
  CBaseEntity *local_24;
  float local_20 [4];
  
  iVar5 = 0;
  piVar2 = (int *)GetGlobalTeam(3);
  local_34 = 0;
  while( true ) {
    iVar3 = (**(code **)(*piVar2 + 0x354))(piVar2);
    if (iVar3 <= iVar5) break;
    pCVar4 = (CBaseEntity *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar5);
    if (pCVar4 != (CBaseEntity *)0x0) {
      cVar1 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
      if (cVar1 != '\0') {
        local_24 = pCVar4;
        cVar1 = (**(code **)(*(int *)pCVar4 + 300))(pCVar4);
        pCVar4 = local_24;
        if (cVar1 != '\0') {
          if (((byte)local_24[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition(local_24);
          }
          if (((byte)param_4[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition(param_4);
          }
          local_20[0] = SQRT((*(float *)(param_4 + 0x2e8) - *(float *)(pCVar4 + 0x2e8)) *
                             (*(float *)(param_4 + 0x2e8) - *(float *)(pCVar4 + 0x2e8)) +
                             (*(float *)(param_4 + 0x2e4) - *(float *)(pCVar4 + 0x2e4)) *
                             (*(float *)(param_4 + 0x2e4) - *(float *)(pCVar4 + 0x2e4)) +
                             (*(float *)(param_4 + 0x2e0) - *(float *)(pCVar4 + 0x2e0)) *
                             (*(float *)(param_4 + 0x2e0) - *(float *)(pCVar4 + 0x2e0)));
          if (local_20[0] < param_1) {
            local_34 = local_34 + 1;
            CUtlVector<float,CUtlMemory<float,int>>::InsertBefore
                      ((CUtlVector<float,CUtlMemory<float,int>> *)param_2,*(int *)(param_2 + 0xc),
                       local_20);
            CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                      ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)param_3,
                       *(int *)(param_3 + 0xc),(CTerrorPlayer **)&local_24);
          }
        }
      }
    }
    iVar5 = iVar5 + 1;
  }
  return local_34;
}

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)