SurvivorBot::IsPathInFire
0x00938a60 · 392 bytes · __thiscall
_ZNK11SurvivorBot12IsPathInFireERK4PathP6Vector
Decompiled
undefined (3 params)
/* SurvivorBot::IsPathInFire(Path const&, Vector*) const */
undefined4 __thiscall SurvivorBot::IsPathInFire(SurvivorBot *this,Path *param_1,Vector *param_2)
{
int iVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
int local_40 [12];
if ((IsPathInFire(Path_const&,Vector*)::infernoStr == '\0') &&
(iVar1 = __cxa_guard_acquire(&IsPathInFire(Path_const&,Vector*)::infernoStr), iVar1 != 0)) {
DAT_01011c7c = 0;
IsPathInFire(Path_const&,Vector*)::infernoStr = 0;
DAT_01011c78 = "inferno";
__cxa_guard_release(&IsPathInFire(Path_const&,Vector*)::infernoStr);
__cxa_atexit(CGameString::~CGameString,&IsPathInFire(Path_const&,Vector*)::infernoStr,
&__dso_handle);
}
iVar5 = 0;
iVar1 = 0;
do {
if (((IsPathInFire(Path_const&,Vector*)::infernoStr == 0) ||
(iVar2 = IsPathInFire(Path_const&,Vector*)::infernoStr,
DAT_01011c7c != CGameString::gm_iSerialNumber)) && (iVar2 = 0, DAT_01011c78 != (char *)0x0))
{
AllocPooledString((char *)local_40);
IsPathInFire(Path_const&,Vector*)::infernoStr = local_40[0];
DAT_01011c7c = CGameString::gm_iSerialNumber;
iVar2 = local_40[0];
}
iVar1 = CGlobalEntityList::FindEntityByClassnameFast((CGlobalEntityList *)gEntList,iVar1,iVar2);
if (iVar1 == 0) break;
iVar5 = iVar5 + 1;
local_40[iVar5] = iVar1;
} while (iVar5 != 8);
iVar1 = (**(code **)(*(int *)param_1 + 0x54))(param_1);
iVar2 = (**(code **)(*(int *)param_1 + 0x58))(param_1,iVar1);
do {
if (iVar2 == 0) {
return 0;
}
if (iVar5 != 0) {
iVar4 = 0;
do {
uVar3 = CInferno::IsTouching
((CInferno *)local_40[iVar4 + 1],(Vector *)(iVar1 + 8),
(Vector *)(iVar2 + 8),param_2);
if ((char)uVar3 != '\0') {
return uVar3;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar5);
}
iVar4 = (**(code **)(*(int *)param_1 + 0x58))(param_1,iVar2);
iVar1 = iVar2;
iVar2 = iVar4;
} while( true );
}
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.