RecognizedActor::UpdateAudible
0x0094ac50 · 353 bytes · __thiscall
_ZN15RecognizedActor13UpdateAudibleEv
Decompiled
undefined (1 param)
/* RecognizedActor::UpdateAudible() */
void __thiscall RecognizedActor::UpdateAudible(RecognizedActor *this)
{
float fVar1;
float fVar2;
uint uVar3;
int iVar4;
float *pfVar5;
undefined4 uVar6;
undefined *puVar7;
int *piVar8;
float local_18;
float local_14;
float local_10;
uVar3 = *(uint *)this;
if ((((uVar3 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) &&
(*(CBaseEntity **)(puVar7 + 4) != (CBaseEntity *)0x0)) {
iVar4 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(puVar7 + 4));
if (iVar4 != 0) {
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);
}
(**(code **)(*piVar8 + 0x234))(&local_18,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);
puVar7 = g_pEntityList;
piVar8 = (int *)0x0;
fVar1 = pfVar5[2];
fVar2 = *pfVar5;
uVar3 = *(uint *)this;
*(float *)(this + 8) = (local_14 + pfVar5[1]) * 0.5;
*(float *)(this + 0xc) = (local_10 + fVar1) * 0.5;
*(float *)(this + 4) = (local_18 + fVar2) * 0.5;
if (((uVar3 != 0xffffffff) &&
(puVar7 = puVar7 + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) {
piVar8 = *(int **)(puVar7 + 4);
}
uVar6 = (**(code **)(*piVar8 + 0x52c))(piVar8);
*(undefined4 *)(this + 0x10) = uVar6;
return;
}
}
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.