L L4D2node

SurvivorBot::TestPosition

0x00938ce0 · 574 bytes · __thiscall

_ZN11SurvivorBot12TestPositionERK6VectorP11CBaseEntity

Decompiled

undefined (3 params)

/* SurvivorBot::TestPosition(Vector const&, CBaseEntity*) */

uint __thiscall SurvivorBot::TestPosition(SurvivorBot *this,Vector *param_1,CBaseEntity *param_2)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  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;
  
  if (param_2 != (CBaseEntity *)0x0) {
    iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    local_87 = 0;
    local_8c = 0;
    local_b4 = 0;
    local_b8 = 0;
    local_bc = 0;
    local_9c = (*(float *)(iVar1 + 0x18) - *(float *)(iVar2 + 0xc)) * 0.5;
    local_98 = (*(float *)(iVar1 + 0x1c) - *(float *)(iVar2 + 0x10)) * 0.5;
    local_94 = (*(float *)(iVar1 + 0x20) - *(float *)(iVar2 + 0x14)) * 0.5;
    local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
    local_ac = (*(float *)(iVar1 + 0x18) + *(float *)(iVar2 + 0xc)) * 0.5;
    local_cc = *(float *)param_1 + local_ac;
    local_a8 = (*(float *)(iVar1 + 0x1c) + *(float *)(iVar2 + 0x10)) * 0.5;
    local_c8 = *(float *)(param_1 + 4) + local_a8;
    local_a4 = (*(float *)(iVar1 + 0x20) + *(float *)(iVar2 + 0x14)) * 0.5;
    local_ac = -local_ac;
    local_a8 = -local_a8;
    local_c4 = *(float *)(param_1 + 8) + local_a4;
    local_a4 = -local_a4;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,(IHandleEntity *)param_2,0,(_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);
    }
    uVar3 = 0;
    if (local_39 == '\0') {
      uVar3 = local_3a ^ 1;
    }
    return uVar3;
  }
  uVar3 = TestPosition((Vector *)this,(CBaseEntity *)param_1);
  return uVar3;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)