CSurvivorRescue::IsLiveSurvivorInside
0x0096b6a0 · 320 bytes · __thiscall
_ZN15CSurvivorRescue20IsLiveSurvivorInsideEv
Decompiled
undefined (1 param)
/* CSurvivorRescue::IsLiveSurvivorInside() */
undefined4 __thiscall CSurvivorRescue::IsLiveSurvivorInside(CSurvivorRescue *this)
{
CBaseEntity *this_00;
int iVar1;
undefined4 uVar2;
int iVar3;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
int local_30 [8];
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
local_40 = 2;
local_3c = 2;
local_38 = 3;
local_34 = 9;
/* try { // try from 0096b6f1 to 0096b7b7 has its CatchHandler @ 0096b7f3 */
ForEachSurvivor<PlayerCollector>((PlayerCollector *)&local_40);
if (0 < local_30[3]) {
iVar3 = 0;
do {
this_00 = *(CBaseEntity **)(local_30[0] + iVar3 * 4);
iVar1 = (**(code **)(*(int *)this_00 + 0x52c))(this_00);
if ((iVar1 != 0) && ((*(byte *)(iVar1 + 0x12e) & 1) != 0)) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if ((*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) *
(*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) +
(*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) *
(*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) +
(*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) *
(*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) < 122500.0) {
uVar2 = 1;
goto LAB_0096b7c2;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < local_30[3]);
}
uVar2 = 0;
LAB_0096b7c2:
local_30[3] = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
return 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.