SurvivorEscapeSpit::FindSafeArea
0x0092be40 · 135 bytes · __thiscall
_ZN18SurvivorEscapeSpit12FindSafeAreaEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorEscapeSpit::FindSafeArea(SurvivorBot*) */
undefined4 __thiscall
SurvivorEscapeSpit::FindSafeArea(SurvivorEscapeSpit *this,SurvivorBot *param_1)
{
char cVar1;
CNavArea *pCVar2;
SurvivorBot *local_18;
undefined4 local_14;
undefined4 local_10;
cVar1 = CTerrorPlayer::IsOnMovingPlatformInMotion((CTerrorPlayer *)param_1);
if (cVar1 == '\0') {
local_18 = param_1;
local_14 = 0;
local_10 = 0x7f7fffff;
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
pCVar2 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
SearchSurroundingAreas<EscapeSpitScan>
(pCVar2,(Vector *)(param_1 + 0x2e0),(EscapeSpitScan *)&local_18,1200.0,0,-1);
return local_14;
}
return 0;
}
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.