SurvivorLegsBattleStations::IsOccupied
0x00952410 · 124 bytes · __thiscall
_ZN26SurvivorLegsBattleStations10IsOccupiedEP11SurvivorBotP13TerrorNavArea
Decompiled
undefined (3 params)
/* SurvivorLegsBattleStations::IsOccupied(SurvivorBot*, TerrorNavArea*) */
undefined4 __thiscall
SurvivorLegsBattleStations::IsOccupied
(SurvivorLegsBattleStations *this,SurvivorBot *param_1,TerrorNavArea *param_2)
{
int iVar1;
uint uVar2;
uVar2 = (uint)(byte)param_2[0x38];
iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
if (iVar1 != 0) {
iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
uVar2 = uVar2 - (*(int *)(iVar1 + 0x8c) == *(int *)(param_2 + 0x8c));
}
iVar1 = (int)((*(float *)(param_2 + 0x10) - *(float *)(param_2 + 4)) *
(*(float *)(param_2 + 0x14) - *(float *)(param_2 + 8)) * 0.00017777778);
if (iVar1 < 1) {
iVar1 = 1;
}
return CONCAT31((int3)((uint)iVar1 >> 8),iVar1 <= (int)uVar2);
}
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.