SurvivorBot::IsBehind
0x00938850 · 166 bytes · __thiscall
_ZNK11SurvivorBot8IsBehindEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* SurvivorBot::IsBehind(CTerrorPlayer*) const */
bool __thiscall SurvivorBot::IsBehind(SurvivorBot *this,CTerrorPlayer *param_1)
{
bool bVar1;
int iVar2;
int iVar3;
iVar2 = (**(code **)(*(int *)this + 0x52c))(this);
iVar3 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
if (iVar2 == 0 || iVar3 == 0) {
return false;
}
if (iVar2 != iVar3) {
if (*(float *)(iVar2 + 0x154) < *(float *)(iVar3 + 0x154)) {
bVar1 = true;
}
else {
bVar1 = false;
if (*(float *)(iVar2 + 0x154) == *(float *)(iVar3 + 0x154)) goto LAB_009388a5;
}
return bVar1;
}
LAB_009388a5:
if (*(int *)(this + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (*(int *)(param_1 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
return iVar2 < iVar3;
}
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.