FindWeaponSpawnLookAtAngles
0x00900d30 · 559 bytes · __cdecl
_Z27FindWeaponSpawnLookAtAnglesRK6VectorP6QAngle
Decompiled
undefined (2 params)
/* FindWeaponSpawnLookAtAngles(Vector const&, QAngle*) */
void FindWeaponSpawnLookAtAngles(Vector *param_1,QAngle *param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
int *piVar7;
code *pcVar8;
char cVar9;
int iVar10;
float *pfVar11;
char *pcVar12;
int iVar13;
int *local_34;
float local_30;
float local_28;
float local_24;
float local_20;
if ((param_2 != (QAngle *)0x0) && (0 < DAT_0100486c)) {
local_34 = (int *)0x0;
iVar13 = 0;
local_30 = 1000.0;
do {
piVar7 = *(int **)(TheWeaponSpawns + iVar13 * 4);
pcVar12 = (char *)piVar7[0x1f];
if (pcVar12 == (char *)0x0) {
pcVar12 = "";
LAB_00900d77:
iVar10 = _V_stricmp("weapon_ammo_spawn",pcVar12);
if (iVar10 != 0) {
pfVar11 = (float *)(**(code **)(*piVar7 + 0x288))(piVar7);
if ((*pfVar11 - *(float *)param_1) * (*pfVar11 - *(float *)param_1) +
(pfVar11[1] - *(float *)(param_1 + 4)) * (pfVar11[1] - *(float *)(param_1 + 4)) +
(pfVar11[2] - *(float *)(param_1 + 8)) * (pfVar11[2] - *(float *)(param_1 + 8)) <
local_30 * local_30) {
pcVar8 = *(code **)(*piVar7 + 0x268);
pfVar11 = (float *)(**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_28 = *pfVar11 + *(float *)param_1;
local_24 = pfVar11[1] + *(float *)(param_1 + 4);
local_20 = pfVar11[2] + *(float *)(param_1 + 8);
cVar9 = (*pcVar8)(piVar7,&local_28,0x4041,0);
if (cVar9 != '\0') {
pfVar11 = (float *)(**(code **)(*piVar7 + 0x288))(piVar7);
local_30 = SQRT((*pfVar11 - *(float *)param_1) * (*pfVar11 - *(float *)param_1) +
(pfVar11[1] - *(float *)(param_1 + 4)) *
(pfVar11[1] - *(float *)(param_1 + 4)) +
(pfVar11[2] - *(float *)(param_1 + 8)) *
(pfVar11[2] - *(float *)(param_1 + 8)));
local_34 = piVar7;
}
}
}
}
else if (pcVar12 != "weapon_ammo_spawn") goto LAB_00900d77;
iVar13 = iVar13 + 1;
} while (iVar13 < DAT_0100486c);
if (local_34 != (int *)0x0) {
pfVar11 = (float *)(**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar1 = *(float *)param_1;
fVar2 = *(float *)(param_1 + 4);
fVar3 = *(float *)(param_1 + 8);
fVar4 = *pfVar11;
fVar5 = pfVar11[1];
fVar6 = pfVar11[2];
pfVar11 = (float *)(**(code **)(*local_34 + 0x288))(local_34);
local_28 = *pfVar11 - (fVar1 + fVar4);
local_24 = pfVar11[1] - (fVar2 + fVar5);
local_20 = pfVar11[2] - (fVar3 + fVar6);
VectorAngles((Vector *)&local_28,param_2);
}
}
return;
}
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.