SurvivorBot::IsAbleToCoverFriend
0x00938bf0 · 224 bytes · __thiscall
_ZNK11SurvivorBot19IsAbleToCoverFriendEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* SurvivorBot::IsAbleToCoverFriend(CTerrorPlayer*) const */
undefined4 __thiscall SurvivorBot::IsAbleToCoverFriend(SurvivorBot *this,CTerrorPlayer *param_1)
{
uint uVar1;
char cVar2;
int iVar3;
uint *puVar4;
undefined4 uVar5;
int iVar6;
undefined *puVar7;
cVar2 = (**(code **)(*(int *)(this + 0x4028) + 0x114))
(this + 0x4028,param_1,*(undefined4 *)(SurvivorBotNeighborRange._28_4_ + 0x2c));
if (cVar2 != '\0') {
cVar2 = CTerrorPlayer::IsInCombat(param_1,false);
if (cVar2 == '\0') {
LAB_00938cbe:
uVar5 = CBaseCombatCharacter::IsAbleToSee((CBaseCombatCharacter *)this,param_1,1);
return uVar5;
}
iVar3 = (**(code **)(*(int *)this + 0x9a8))(this);
if (0 < *(int *)(iVar3 + 0x70)) {
iVar6 = 0;
puVar4 = *(uint **)(iVar3 + 100);
do {
if (((((char)puVar4[10] != '\0') && (uVar1 = *puVar4, uVar1 != 0xffffffff)) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar7 + 8) == uVar1 >> 0xc && (*(int *)(puVar7 + 4) != 0))))
goto LAB_00938cbe;
iVar6 = iVar6 + 1;
puVar4 = puVar4 + 0xb;
} while (iVar6 != *(int *)(iVar3 + 0x70));
}
}
return 0;
}
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.