CDirectorTacticalServices::GetRangeToClosestZombie
0x008c1c70 · 296 bytes · __thiscall
_ZNK25CDirectorTacticalServices23GetRangeToClosestZombieEbP11CBaseEntity
Decompiled
undefined (3 params)
/* CDirectorTacticalServices::GetRangeToClosestZombie(bool, CBaseEntity*) const */
longdouble __thiscall
CDirectorTacticalServices::GetRangeToClosestZombie
(CDirectorTacticalServices *this,bool param_1,CBaseEntity *param_2)
{
char cVar1;
int iVar2;
uint uVar3;
int iVar4;
longdouble lVar5;
float fVar6;
float local_40;
undefined4 local_34;
int *local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
int *local_20;
local_30 = (int *)0x0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = (int *)0x0;
local_34 = 1;
/* try { // try from 008c1ca6 to 008c1d46 has its CatchHandler @ 008c1da5 */
iVar2 = TheNextBots();
uVar3 = (uint)*(ushort *)(iVar2 + 0x10);
if (uVar3 != 0xffff) {
iVar4 = *(int *)(iVar2 + 4);
do {
cVar1 = CommonInfectedCollector::operator()
((CommonInfectedCollector *)&local_34,*(INextBot **)(iVar4 + uVar3 * 8));
if (cVar1 == '\0') break;
iVar4 = *(int *)(iVar2 + 4);
uVar3 = (uint)*(ushort *)(iVar4 + 6 + uVar3 * 8);
} while (uVar3 != 0xffff);
}
if (local_24 < 1) {
fVar6 = 0.0;
}
else {
lVar5 = (longdouble)
(**(code **)(*(int *)(*local_30 + 0x1a3c) + 0x124))(*local_30 + 0x1a3c,param_2);
fVar6 = (float)lVar5;
if (0 < local_24) {
iVar2 = 0;
local_40 = fVar6;
do {
lVar5 = (longdouble)
(**(code **)(*(int *)(local_30[iVar2] + 0x1a3c) + 0x124))
(local_30[iVar2] + 0x1a3c,param_2);
iVar2 = iVar2 + 1;
fVar6 = (float)lVar5;
if (local_40 <= (float)lVar5) {
fVar6 = local_40;
}
local_40 = fVar6;
} while (iVar2 < local_24);
}
}
local_24 = 0;
CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_30);
local_20 = local_30;
CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_30);
return (longdouble)fVar6;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.