SurvivorTeamSituation::IsAnyTeammateNearCheckpoint
0x00966b10 · 318 bytes · __thiscall
_ZNK21SurvivorTeamSituation27IsAnyTeammateNearCheckpointEv
Decompiled
undefined (1 param)
/* SurvivorTeamSituation::IsAnyTeammateNearCheckpoint() const */
undefined1 __thiscall
SurvivorTeamSituation::IsAnyTeammateNearCheckpoint(SurvivorTeamSituation *this)
{
uint uVar1;
char cVar2;
Checkpoint *this_00;
int iVar3;
int iVar4;
undefined *puVar5;
int *piVar6;
int iVar7;
undefined1 local_1d;
cVar2 = SurvivorBot::IsNearCheckpoint(*(SurvivorBot **)(this + 4));
if (cVar2 == '\0') {
this_00 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
local_1d = 0;
if (this_00 != (Checkpoint *)0x0) {
cVar2 = Checkpoint::IsLocked(this_00);
if (cVar2 == '\0') {
iVar3 = Checkpoint::GetLargestArea(this_00);
if ((iVar3 != 0) && (0 < *(int *)(this + 0xc4))) {
iVar7 = 0;
do {
uVar1 = *(uint *)(this + iVar7 * 4 + 0x88);
piVar6 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)
) && (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
piVar6 = *(int **)(puVar5 + 4);
}
cVar2 = (**(code **)(*piVar6 + 300))(piVar6);
if (cVar2 != '\0') {
uVar1 = *(uint *)(this + iVar7 * 4 + 0x88);
piVar6 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
puVar5 != (undefined *)0xfffffffc)) && (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
piVar6 = *(int **)(puVar5 + 4);
}
iVar4 = (**(code **)(*piVar6 + 0x52c))(piVar6);
if ((iVar4 != 0) && (*(float *)(iVar3 + 0x154) - *(float *)(iVar4 + 0x154) < 1500.0))
goto LAB_00966b2e;
}
iVar7 = iVar7 + 1;
} while (iVar7 < *(int *)(this + 0xc4));
}
}
}
}
else {
LAB_00966b2e:
local_1d = 1;
}
return local_1d;
}
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.