L L4D2node

FindEnemyLookingAtMe::operator()

0x00970770 · 497 bytes · __thiscall

_ZN20FindEnemyLookingAtMeclEP11CBasePlayer

Decompiled

undefined (2 params)

/* FindEnemyLookingAtMe::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */

undefined4 __thiscall
FindEnemyLookingAtMe::operator()(FindEnemyLookingAtMe *this,CBasePlayer *param_1)

{
  CBaseEntity *this_00;
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  
  uVar3 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if (((char)uVar3 == '\0') ||
     (cVar2 = (**(code **)(*(int *)param_1 + 0x558))(param_1), cVar2 != '\0')) {
    uVar3 = 1;
  }
  else {
    iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)this);
    if (iVar4 == 3) {
      iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
      cVar2 = IsASurvivorTeam(iVar4);
      if (cVar2 == '\0') {
        return uVar3;
      }
    }
    iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)this);
    cVar2 = IsASurvivorTeam(iVar4);
    if (((cVar2 == '\0') || (iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar4 == 3)
        ) && ((this[0xc] == (FindEnemyLookingAtMe)0x0 ||
              (iVar4 = (**(code **)(*(int *)param_1 + 0x5f4))(param_1), iVar4 != 0)))) {
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
      this_00 = *(CBaseEntity **)this;
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      if ((((*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 0x2e4)) *
            (*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 0x2e4)) +
            (*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 0x2e8)) *
            (*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 0x2e8)) +
            (*(float *)(this_00 + 0x2e0) - *(float *)(param_1 + 0x2e0)) *
            (*(float *)(this_00 + 0x2e0) - *(float *)(param_1 + 0x2e0)) <=
            *(float *)(this + 4) * *(float *)(this + 4)) &&
          (cVar2 = (**(code **)(*(int *)param_1 + 0x41c))
                             (param_1,*(undefined4 *)this,*(undefined4 *)(this + 8)), cVar2 != '\0')
          ) && (cVar2 = (**(code **)(*(int *)param_1 + 0x42c))(param_1,*(undefined4 *)this,1),
               cVar2 != '\0')) {
        iVar4 = (**(code **)(**(int **)this + 0x144))(*(int **)this);
        if (iVar4 != 0) {
          piVar5 = (int *)(**(code **)(**(int **)this + 0x144))(*(int **)this);
          pcVar1 = *(code **)(*piVar5 + 0x400);
          uVar6 = (**(code **)(*(int *)param_1 + 0x288))(param_1);
          cVar2 = (*pcVar1)(piVar5,uVar6);
          if (cVar2 != '\0') {
            return uVar3;
          }
        }
        *(CBasePlayer **)(this + 0x10) = param_1;
        uVar3 = 0;
      }
    }
  }
  return uVar3;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)