ForEachSurvivor<AnyoneTooCloseToBoomerCheck>
0x0091bf40 · 844 bytes · __cdecl
_Z15ForEachSurvivorI27AnyoneTooCloseToBoomerCheckEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<AnyoneTooCloseToBoomerCheck>(AnyoneTooCloseToBoomerCheck&) */
bool ForEachSurvivor<AnyoneTooCloseToBoomerCheck>(AnyoneTooCloseToBoomerCheck *param_1)
{
CBaseEntity *this;
char cVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
bool bVar4;
longdouble lVar5;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
int local_2c;
float local_28;
float local_24;
float local_20;
local_3c = 0;
local_38 = 0;
if (___atan2f_finite == 0) {
local_2c = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_3c,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
0xb2c,&ForEachSurvivor<AnyoneTooCloseToBoomerCheck>(AnyoneTooCloseToBoomerCheck&)::
tm_fmt,"(%s)%s","Unaccounted","ForEachSurvivor");
local_2c = ___atan2f_finite;
}
iVar3 = _DAT_0105db00;
local_34 = local_3c;
local_30 = local_38;
/* try { // try from 0091c0d6 to 0091c124 has its CatchHandler @ 0091c298 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
if ((char *)*_DAT_0105d15c != "ForEachSurvivor") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc21c28,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
if (*(int *)(gpGlobals + 0x14) < 1) {
LAB_0091c074:
bVar4 = true;
LAB_0091c079:
iVar3 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
cVar1 = CVProfNode::ExitScope();
if (cVar1 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_2c != 0) {
(**(code **)(local_2c + 0x54))(local_2c,local_34,local_30,0,0,0);
}
return bVar4;
}
iVar3 = 1;
LAB_0091c045:
this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3);
if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this_00 + 0x30) != 0)) {
if (*(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0) {
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) goto LAB_0091c074;
goto LAB_0091c045;
}
/* try { // try from 0091c00d to 0091c04c has its CatchHandler @ 0091c2ad */
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
/* try { // try from 0091c17f to 0091c292 has its CatchHandler @ 0091c2ad */
if (((cVar1 != '\0') && (*(int *)(this_00 + 0x1f6c) != 2)) &&
((iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 == 2 &&
((cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar1 != '\0' &&
(cVar1 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00), cVar1 == '\0')))))) {
this = *(CBaseEntity **)param_1;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_28 = *(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0);
local_24 = *(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4);
local_20 = *(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8);
lVar5 = (longdouble)VectorNormalize((Vector *)&local_28);
if (((*(float *)(ZombieExplodingOuterRadius._28_4_ + 0x2c) * 1.1 <= (float)lVar5) ||
(local_20 < -0.7071)) ||
(cVar1 = (**(code **)(*(int *)this_00 + 0x42c))(this_00,*(undefined4 *)param_1,1),
cVar1 == '\0')) goto LAB_0091c038;
bVar4 = false;
goto LAB_0091c079;
}
}
LAB_0091c038:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) goto LAB_0091c074;
goto LAB_0091c045;
}
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.