SurvivorReviveFriend::GetUsePoint
0x00935120 · 302 bytes · __thiscall
_ZNK20SurvivorReviveFriend11GetUsePointEP11SurvivorBotP11CBaseEntity
Decompiled
undefined (3 params)
/* SurvivorReviveFriend::GetUsePoint(SurvivorBot*, CBaseEntity*) const */
Vector * __thiscall
SurvivorReviveFriend::GetUsePoint
(SurvivorReviveFriend *this,SurvivorBot *param_1,CBaseEntity *param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
char cVar7;
Vector *pVVar8;
float *pfVar9;
if (param_2 != (CBaseEntity *)0x0) {
cVar7 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if ((cVar7 != '\0') && (param_2[0x39f1] != (CBaseEntity)0x0)) {
pVVar8 = (Vector *)(this + 0x68);
fVar1 = *(float *)(param_2 + 0x3a20);
fVar2 = *(float *)(param_2 + 0x3a24);
pfVar9 = (float *)(**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar3 = *pfVar9;
fVar4 = *(float *)(param_2 + 0x3a08);
fVar5 = pfVar9[2];
fVar6 = *(float *)(param_2 + 0x3a10);
*(float *)(this + 0x6c) = (pfVar9[1] + *(float *)(param_2 + 0x3a0c)) - fVar2 * 32.0;
*(float *)(this + 0x70) = fVar5 + fVar6;
*(float *)pVVar8 = (fVar3 + fVar4) - fVar1 * 32.0;
cVar7 = INextBot::IsDebugging((INextBot *)(param_1 + 0x4028),1);
if (cVar7 == '\0') {
return pVVar8;
}
NDebugOverlay::HorzArrow((Vector *)(param_2 + 0x3a08),pVVar8,5.0,0xff,0,0xff,0xff,true,10.0);
return pVVar8;
}
}
/* WARNING: Could not recover jumptable at 0x00935157. Too many branches */
/* WARNING: Treating indirect jump as call */
pVVar8 = (Vector *)(**(code **)(*(int *)param_2 + 0x288))();
return pVVar8;
}
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.