CDirectorTacticalServices::FindClosestVantagePoint
0x008c1f70 · 146 bytes · __thiscall
_ZN25CDirectorTacticalServices23FindClosestVantagePointEP20CBaseCombatCharacterP13TerrorNavAreaff
Decompiled
undefined (5 params)
/* CDirectorTacticalServices::FindClosestVantagePoint(CBaseCombatCharacter*, TerrorNavArea*, float,
float) */
undefined4 __thiscall
CDirectorTacticalServices::FindClosestVantagePoint
(CDirectorTacticalServices *this,CBaseCombatCharacter *param_1,TerrorNavArea *param_2,
float param_3,float param_4)
{
CNavArea *pCVar1;
int iVar2;
TerrorNavArea *local_18;
float local_14;
undefined4 local_10;
pCVar1 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
if (pCVar1 == (CNavArea *)0x0) {
local_10 = 0;
}
else {
local_10 = 0;
local_14 = param_3;
local_18 = param_2;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
SearchSurroundingAreas<VantagePointScan>
(pCVar1,(Vector *)(param_1 + 0x2e0),(VantagePointScan *)&local_18,param_4,0,iVar2);
}
return local_10;
}
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
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.