SurvivorTeamSituation::GetFriendClosestTo
0x009664a0 · 981 bytes · __thiscall
_ZNK21SurvivorTeamSituation18GetFriendClosestToEP11CBaseEntityNS_15CloseFriendTypeE
Decompiled
undefined (3 params)
/* SurvivorTeamSituation::GetFriendClosestTo(CBaseEntity*, SurvivorTeamSituation::CloseFriendType)
const */
undefined4 __thiscall
SurvivorTeamSituation::GetFriendClosestTo
(SurvivorTeamSituation *this,CBaseEntity *param_1,uint param_3)
{
uint uVar1;
char cVar2;
Vector *pVVar3;
CNavArea *pCVar4;
float *pfVar5;
float *pfVar6;
CNavArea *pCVar7;
CTerrorPlayer *this_00;
undefined *puVar8;
int *piVar9;
int iVar10;
longdouble lVar11;
float fVar12;
undefined4 local_38;
float local_30;
int *local_2c;
SurvivorTeamSituation *local_20;
if (param_1 == (CBaseEntity *)0x0) {
local_38 = 0;
}
else {
pVVar3 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
pCVar4 = (CNavArea *)CNavMesh::GetNearestNavArea(TheNavMesh,pVVar3,true,200.0,true,true,false);
if (*(int *)(this + 0xc4) < 1) {
local_38 = 0;
local_30 = 999999.9;
}
else {
local_20 = this + 55000;
iVar10 = 0;
local_38 = 0;
local_30 = 999999.9;
LAB_00966548:
do {
if ((param_3 & 1) == 0) {
LAB_00966593:
if (((param_3 & 2) != 0) &&
(lVar11 = (longdouble)IntervalTimer::Now(),
0.1 < (float)lVar11 - *(float *)(local_20 + 4))) {
local_20 = local_20 + 0xc;
iVar10 = iVar10 + 1;
if (*(int *)(this + 0xc4) <= iVar10) break;
goto LAB_00966548;
}
pfVar5 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
uVar1 = *(uint *)(this + iVar10 * 4 + 0x88);
local_2c = (int *)0x0;
if ((uVar1 != 0xffffffff) &&
((puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)))) {
local_2c = *(int **)(puVar8 + 4);
}
pfVar6 = (float *)(**(code **)(*local_2c + 0x288))(local_2c);
fVar12 = (pfVar6[1] - pfVar5[1]) * (pfVar6[1] - pfVar5[1]) +
(pfVar6[2] - pfVar5[2]) * (pfVar6[2] - pfVar5[2]) +
(*pfVar6 - *pfVar5) * (*pfVar6 - *pfVar5);
if ((fVar12 < local_30) && (pCVar4 != (CNavArea *)0x0)) {
uVar1 = *(uint *)(this + iVar10 * 4 + 0x88);
piVar9 = (int *)0x0;
if ((uVar1 != 0xffffffff) &&
((puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc
&& (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)))) {
piVar9 = *(int **)(puVar8 + 4);
}
pCVar7 = (CNavArea *)(**(code **)(*piVar9 + 0x52c))(piVar9);
cVar2 = SurvivorBot::IsReachable(*(SurvivorBot **)(this + 4),pCVar7,pCVar4);
if (cVar2 != '\0') {
uVar1 = *(uint *)(this + iVar10 * 4 + 0x88);
local_30 = fVar12;
if (((uVar1 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
puVar8 == (undefined *)0xfffffffc)) || (*(uint *)(puVar8 + 8) != uVar1 >> 0xc)) {
local_38 = 0;
}
else {
local_38 = *(undefined4 *)(puVar8 + 4);
}
}
}
}
else {
uVar1 = *(uint *)(this + iVar10 * 4 + 0x88);
this_00 = (CTerrorPlayer *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
this_00 = *(CTerrorPlayer **)(puVar8 + 4);
}
cVar2 = CTerrorPlayer::IsAbleToMove(this_00);
if (cVar2 != '\0') goto LAB_00966593;
}
local_20 = local_20 + 0xc;
iVar10 = iVar10 + 1;
} while (iVar10 < *(int *)(this + 0xc4));
}
if ((((param_3 & 1) == 0) ||
(cVar2 = CTerrorPlayer::IsAbleToMove(*(CTerrorPlayer **)(this + 4)), cVar2 != '\0')) &&
(((param_3 & 2) == 0 ||
(cVar2 = CBaseCombatCharacter::IsAbleToSee(*(CBaseCombatCharacter **)(this + 4),param_1,1),
cVar2 != '\0')))) {
pfVar5 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
pfVar6 = (float *)(**(code **)(**(int **)(this + 4) + 0x288))(*(int **)(this + 4));
if (((pfVar6[1] - pfVar5[1]) * (pfVar6[1] - pfVar5[1]) +
(*pfVar6 - *pfVar5) * (*pfVar6 - *pfVar5) +
(pfVar6[2] - pfVar5[2]) * (pfVar6[2] - pfVar5[2]) < local_30) &&
(cVar2 = SurvivorBot::IsReachable(*(SurvivorBot **)(this + 4),param_1), cVar2 != '\0')) {
local_38 = *(undefined4 *)(this + 4);
}
}
}
return local_38;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.