GetSafeSpawnPos
0x008f7670 · 1316 bytes · __regparm2
_ZL15GetSafeSpawnPosP13CTerrorPlayer6VectorbiP6QAngle
Decompiled
undefined (5 params)
/* GetSafeSpawnPos(CTerrorPlayer*, Vector, bool, int, QAngle*) */
float * __regparm2
GetSafeSpawnPos(float *param_1,CBaseEntity *param_2,float param_3,float param_4,float param_5,
undefined4 param_6,int param_7,QAngle *param_8)
{
undefined4 uVar1;
QAngle *pQVar2;
bool bVar3;
char cVar4;
int iVar5;
Vector *pVVar6;
char *pcVar7;
Checkpoint *this;
float *pfVar8;
int in_GS_OFFSET;
ulonglong uVar9;
Vector *local_150;
float local_144;
float local_140;
float local_13c;
float local_138;
float local_134;
float local_130;
CFmtStrN<256> local_12c [5];
undefined1 local_127 [263];
int local_20;
pQVar2 = param_8;
uVar1 = param_6;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_144 = param_3;
local_140 = param_4;
local_13c = param_5;
bVar3 = SUB41(param_6,0);
if ((*(char *)(TheDirector + 0x28f) == '\0') ||
(this = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh),
this == (Checkpoint *)0x0)) {
if (param_7 != 3) goto LAB_008f76c8;
LAB_008f78a9:
iVar5 = CNavMesh::GetNearestNavArea
((CNavMesh *)TheNavMesh,(Vector *)¶m_3,false,10000.0,false,true,false);
if ((iVar5 == 0) || (*(char *)(iVar5 + 0x7d) == '\0')) goto LAB_008f76c8;
cVar4 = CDirectorTacticalServices::IsVisibleToTeam
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(Vector *)¶m_3,2,0,
0.0,(TerrorNavArea *)0x0,(CBaseEntity *)0x0);
if (cVar4 == '\0') {
pfVar8 = (float *)(**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_138 = *pfVar8 + param_3;
local_134 = pfVar8[1] + param_4;
local_130 = pfVar8[2] + param_5;
/* try { // try from 008f7b8f to 008f7b93 has its CatchHandler @ 008f7ba6 */
cVar4 = CDirectorTacticalServices::IsVisibleToTeam
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(Vector *)&local_138,2
,0,0.0,(TerrorNavArea *)0x0,(CBaseEntity *)0x0);
if (cVar4 == '\0') goto LAB_008f76c8;
}
uVar9 = CONCAT44(uVar1,3) & 0xffffffffff;
cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,(int)uVar9,
SUB81(uVar9 >> 0x20,0),1000.0);
if ((((cVar4 != '\0') ||
(cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,3,bVar3,2000.0),
cVar4 != '\0')) ||
(cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,3,bVar3,3000.0),
cVar4 != '\0')) ||
(cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,3,bVar3,10000.0),
cVar4 != '\0')) goto LAB_008f77f2;
LAB_008f79fe:
*param_1 = vec3_origin;
param_1[1] = DAT_01053d4c;
param_1[2] = DAT_01053d50;
}
else {
Checkpoint::GetSpawnPosition(this,(Vector *)&local_144,pQVar2,(TerrorNavArea **)0x0);
if (param_7 == 3) goto LAB_008f78a9;
LAB_008f76c8:
if ((((local_144 <= -0.01) || (0.01 <= local_144)) || (local_140 <= -0.01)) ||
(((0.01 <= local_140 || (local_13c <= -0.01)) || (0.01 <= local_13c)))) {
if (bVar3 == false) {
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_150 = (Vector *)(iVar5 + 0x18);
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
pVVar6 = (Vector *)(iVar5 + 0xc);
}
else {
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_150 = (Vector *)(iVar5 + 0x30);
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
pVVar6 = (Vector *)(iVar5 + 0x24);
}
cVar4 = UTIL_CanEntityFit(param_2,(Vector *)&local_144,pVVar6,local_150);
if (cVar4 == '\0') goto LAB_008f7a20;
CFmtStrN<256>::CFmtStrN
(local_12c,"(%f, %f, %f)",(double)param_3,(double)param_4,(double)param_5);
pcVar7 = "BOT";
if (param_2 != (CBaseEntity *)0x0) {
pcVar7 = (char *)(**(code **)(*(int *)param_2 + 0xb8))(param_2);
}
UTIL_LogPrintf("GetSafeSpawnPos: %s ideal pos %s is clear\n",pcVar7,local_127);
}
else {
LAB_008f7a20:
cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,param_7,bVar3,150.0)
;
if ((cVar4 == '\0') &&
(cVar4 = FindNearbySpawnSpot((CTerrorPlayer *)param_2,(Vector *)&local_144,param_7,bVar3,
1000.0), cVar4 == '\0')) {
CFmtStrN<256>::CFmtStrN
(local_12c,"(%f, %f, %f)",(double)param_3,(double)param_4,(double)param_5);
pcVar7 = "BOT";
if (param_2 != (CBaseEntity *)0x0) {
pcVar7 = (char *)(**(code **)(*(int *)param_2 + 0xb8))(param_2);
}
UTIL_LogPrintf("GetSafeSpawnPos: Spawning %s stuck at %s - couldn\'t find a nearby empty space\n"
,pcVar7,local_127);
if (param_7 != 3) {
*param_1 = param_3;
param_1[1] = param_4;
param_1[2] = param_5;
goto LAB_008f780c;
}
goto LAB_008f79fe;
}
}
LAB_008f77f2:
*param_1 = local_144;
param_1[1] = local_140;
param_1[2] = local_13c;
}
LAB_008f780c:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return param_1;
}
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.