L L4D2node

warp_all_survivors_here

0x009005f0 · 698 bytes · __cdecl

_ZL23warp_all_survivors_hereRK8CCommand

Decompiled

undefined (1 param)

/* warp_all_survivors_here(CCommand const&) */

void warp_all_survivors_here(CCommand *param_1)

{
  char cVar1;
  CBasePlayer *this;
  float local_f0;
  float local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  float local_dc;
  float local_d8;
  float local_d4;
  float local_d0;
  CTraceFilterSimple local_cc [16];
  float local_bc;
  float local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [32];
  float local_34;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    this = (CBasePlayer *)UTIL_GetCommandClient();
    if (this != (CBasePlayer *)0x0) {
      CBasePlayer::EyeVectors(this,(Vector *)&local_f0,(Vector *)0x0,(Vector *)0x0);
      (**(code **)(*(int *)this + 0x234))(&local_d8,this);
      (**(code **)(*(int *)this + 0x234))(&local_e4,this);
      local_7c = 0;
      local_78 = 1;
      local_bc = local_e4;
      local_b8 = local_e0;
      local_a8 = (local_ec * 10000.0 - local_e0) + local_d4;
      local_b4 = local_dc;
      local_a4 = (local_e8 * 10000.0 - local_dc) + local_d0;
      local_ac = (local_f0 * 10000.0 - local_e4) + local_d8;
      local_84 = 0;
      local_88 = 0;
      local_8c = 0;
      local_77 = local_a4 * local_a4 + local_a8 * local_a8 + local_ac * local_ac != 0.0;
      local_94 = 0;
      local_98 = 0;
      local_9c = 0;
      CTraceFilterSimple::CTraceFilterSimple
                (local_cc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
      (**(code **)(*enginetrace + 0x14))
                (enginetrace,(WarpSurvivorsToArea *)&local_bc,0x201420b,local_cc,local_60);
      if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
        DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
      }
      if (local_34 != 1.0) {
        local_bc = (float)CNavMesh::GetNearestNavArea
                                    (TheNavMesh,local_54,false,10000.0,false,true,false);
        if (local_bc != 0.0) {
          ForEachTerrorPlayer<WarpSurvivorsToArea>((WarpSurvivorsToArea *)&local_bc);
        }
      }
    }
  }
  return;
}

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)