RecognizedActor::RecognizedActor
0x0094a760 · 410 bytes · __thiscall
_ZN15RecognizedActorC2EP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* RecognizedActor::RecognizedActor(CBaseCombatCharacter*) */
void __thiscall
RecognizedActor::RecognizedActor(RecognizedActor *this,CBaseCombatCharacter *param_1)
{
float fVar1;
float fVar2;
uint uVar3;
uint *puVar4;
float *pfVar5;
undefined4 uVar6;
undefined *puVar7;
int *piVar8;
longdouble lVar9;
float local_28;
float local_24;
float local_20;
piVar8 = (int *)0x0;
*(undefined4 *)this = 0xffffffff;
*(undefined ***)(this + 0x14) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x18) = 0xbf800000;
*(undefined ***)(this + 0x1c) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x20) = 0xbf800000;
*(undefined4 *)(this + 0x24) = 0xffffffff;
if (param_1 != (CBaseCombatCharacter *)0x0) {
puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar3 = *puVar4;
*(uint *)this = uVar3;
if (((uVar3 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) {
piVar8 = *(int **)(puVar7 + 4);
}
}
(**(code **)(*piVar8 + 0x234))(&local_28,piVar8);
uVar3 = *(uint *)this;
piVar8 = (int *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) {
piVar8 = *(int **)(puVar7 + 4);
}
pfVar5 = (float *)(**(code **)(*piVar8 + 0x288))(piVar8);
fVar1 = pfVar5[1];
fVar2 = pfVar5[2];
*(float *)(this + 4) = (local_28 + *pfVar5) * 0.5;
*(float *)(this + 8) = (local_24 + fVar1) * 0.5;
*(float *)(this + 0xc) = (local_20 + fVar2) * 0.5;
uVar6 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
this[0x28] = (RecognizedActor)0x0;
*(undefined4 *)(this + 0x10) = uVar6;
if (*(float *)(this + 0x18) != -1.0) {
(**(code **)(*(int *)(this + 0x14) + 4))(this + 0x14,this + 0x18);
*(undefined4 *)(this + 0x18) = 0xbf800000;
}
lVar9 = (longdouble)IntervalTimer::Now();
if ((float)lVar9 != *(float *)(this + 0x20)) {
(**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
*(float *)(this + 0x20) = (float)lVar9;
}
return;
}
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.