DispatchResponseToSurvivorsWithVisibility::operator()
0x00970ce0 · 483 bytes · __thiscall
_ZN41DispatchResponseToSurvivorsWithVisibilityclEP11CBasePlayer
Decompiled
undefined (2 params)
/* DispatchResponseToSurvivorsWithVisibility::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */
undefined4 __thiscall
DispatchResponseToSurvivorsWithVisibility::operator()
(DispatchResponseToSurvivorsWithVisibility *this,CBasePlayer *param_1)
{
CBaseEntity CVar1;
CBaseEntity *this_00;
code *pcVar2;
char cVar3;
int iVar4;
CBaseEntity *pCVar5;
uint uVar6;
int in_GS_OFFSET;
CAI_Concept local_134 [8];
undefined **local_12c;
undefined1 local_128;
undefined1 local_127 [259];
undefined4 local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (((param_1 != (CBasePlayer *)0x0) &&
(cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar3 != '\0')) &&
(param_1 != *(CBasePlayer **)this)) {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
cVar3 = IsASurvivorTeam(iVar4);
if (cVar3 != '\0') {
this_00 = *(CBaseEntity **)this;
local_128 = 1;
local_12c = &PTR_InitQuietTruncation_00c08ee8;
local_127[0] = 0;
local_24 = 0;
if (this_00 == (CBaseEntity *)0x0) {
uVar6 = 0;
iVar4 = 0;
}
else {
if (((byte)param_1[0x14d] & 8) == 0) {
CVar1 = this_00[0x14d];
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
this_00 = *(CBaseEntity **)this;
CVar1 = this_00[0x14d];
}
pCVar5 = this_00;
if (((byte)CVar1 & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
pCVar5 = *(CBaseEntity **)this;
}
iVar4 = (int)SQRT((*(float *)(this_00 + 0x2e0) - *(float *)(param_1 + 0x2e0)) *
(*(float *)(this_00 + 0x2e0) - *(float *)(param_1 + 0x2e0)) +
(*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 0x2e8)) *
(*(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 0x2e8)) +
(*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 0x2e4)) *
(*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 0x2e4)));
uVar6 = CBaseCombatCharacter::IsAbleToSee((CBaseCombatCharacter *)param_1,pCVar5,0);
uVar6 = uVar6 & 0xff;
}
CFmtStrN<256>::sprintf
((CFmtStrN<256> *)&local_12c,"distancetoactor:%d,actorvisible:%d,%s",iVar4,uVar6,
*(undefined4 *)(this + 8));
pcVar2 = *(code **)(*(int *)param_1 + 0x7b4);
CAI_Concept::CAI_Concept(local_134,*(char **)(this + 4));
(*pcVar2)(param_1,local_134,1,local_127,0,0,0);
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return 1;
}
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.