SurvivorBot::TestPosition
0x00937f80 · 543 bytes · __regparm3
_ZN11SurvivorBot12TestPositionERK6VectorP11CBaseEntity.part.86
Decompiled
undefined (2 params)
/* SurvivorBot::TestPosition(Vector const&, CBaseEntity*) [clone .part.86] */
byte __regparm3 SurvivorBot::TestPosition(Vector *param_1,CBaseEntity *param_2)
{
byte bVar1;
int iVar2;
int iVar3;
CTraceFilterSimple local_dc [16];
float local_cc;
float local_c8;
float local_c4;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
float local_ac;
float local_a8;
float local_a4;
float local_9c;
float local_98;
float local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
Vector local_70 [12];
Vector local_64 [42];
byte local_3a;
char local_39;
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_87 = 0;
local_8c = 0;
local_b4 = 0;
local_b8 = 0;
local_bc = 0;
local_9c = (*(float *)(iVar2 + 0x18) - *(float *)(iVar3 + 0xc)) * 0.5;
local_98 = (*(float *)(iVar2 + 0x1c) - *(float *)(iVar3 + 0x10)) * 0.5;
local_94 = (*(float *)(iVar2 + 0x20) - *(float *)(iVar3 + 0x14)) * 0.5;
local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
local_ac = (*(float *)(iVar2 + 0x18) + *(float *)(iVar3 + 0xc)) * 0.5;
local_cc = *(float *)param_2 + local_ac;
local_a8 = (*(float *)(iVar2 + 0x1c) + *(float *)(iVar3 + 0x10)) * 0.5;
local_c8 = *(float *)(param_2 + 4) + local_a8;
local_a4 = (*(float *)(iVar2 + 0x20) + *(float *)(iVar3 + 0x14)) * 0.5;
local_ac = -local_ac;
local_a8 = -local_a8;
local_c4 = *(float *)(param_2 + 8) + local_a4;
local_a4 = -local_a4;
CTraceFilterSimple::CTraceFilterSimple
(local_dc,(IHandleEntity *)param_1,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x200420b,local_dc,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
}
bVar1 = 0;
if (local_39 == '\0') {
bVar1 = local_3a ^ 1;
}
return bVar1;
}
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.