SurvivorTeamSituation::GetRandomVisibleFriend
0x00966a30 · 217 bytes · __thiscall
_ZNK21SurvivorTeamSituation22GetRandomVisibleFriendEv
Decompiled
undefined (1 param)
/* SurvivorTeamSituation::GetRandomVisibleFriend() const */
undefined4 __thiscall SurvivorTeamSituation::GetRandomVisibleFriend(SurvivorTeamSituation *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int iVar4;
longdouble lVar5;
iVar4 = 4;
while( true ) {
iVar2 = RandomInt(0,*(int *)(this + 0xd6f8) + -1);
iVar2 = iVar2 * 0xc;
uVar1 = *(uint *)(this + iVar2 + 0xd6d4);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(((*(int *)(puVar3 + 4) != 0 && (0.0 < *(float *)(this + iVar2 + 0xd6dc))) &&
(lVar5 = (longdouble)IntervalTimer::Now(),
(float)lVar5 - *(float *)(this + iVar2 + 0xd6dc) < 0.5)))) break;
iVar4 = iVar4 + -1;
if (iVar4 == 0) {
return 0;
}
}
uVar1 = *(uint *)(this + iVar2 + 0xd6d4);
if (uVar1 == 0xffffffff) {
return 0;
}
puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar3 == (undefined *)0xfffffffc) {
return 0;
}
if (*(uint *)(puVar3 + 8) != uVar1 >> 0xc) {
return 0;
}
return *(undefined4 *)(puVar3 + 4);
}
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.