SurvivorBot::IsNearCheckpoint
0x00938910 · 122 bytes · __thiscall
_ZNK11SurvivorBot16IsNearCheckpointEv
Decompiled
undefined (1 param)
/* SurvivorBot::IsNearCheckpoint() const */
bool __thiscall SurvivorBot::IsNearCheckpoint(SurvivorBot *this)
{
char cVar1;
Checkpoint *this_00;
int iVar2;
int iVar3;
this_00 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
if (((this_00 != (Checkpoint *)0x0) && (cVar1 = Checkpoint::IsLocked(this_00), cVar1 == '\0')) &&
(iVar2 = Checkpoint::GetLargestArea(this_00), iVar2 != 0)) {
iVar3 = (**(code **)(*(int *)this + 0x52c))(this);
if (iVar3 == 0) {
return false;
}
return *(float *)(iVar2 + 0x154) - *(float *)(iVar3 + 0x154) < 1500.0;
}
return false;
}
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.