CTerrorPlayer::ShouldAttractAutoAim
0x00997c60 · 171 bytes · __cdecl
_ZN13CTerrorPlayer20ShouldAttractAutoAimEP11CBaseEntity
Decompiled
undefined (1 param)
/* CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity*) */
uint CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *param_1)
{
uint uVar1;
char cVar2;
uint uVar3;
int iVar4;
undefined *puVar5;
uVar3 = (**(code **)(*engine + 0x1f8))(engine);
if ((char)uVar3 != '\0') {
uVar1 = *(uint *)(param_1 + 0x3ee0);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
return uVar3;
}
cVar2 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
if (cVar2 != '\0') {
return 0;
}
iVar4 = CBaseEntity::GetTeamNumber(param_1);
cVar2 = IsASurvivorTeam(iVar4);
if (cVar2 != '\0') {
return 0;
}
iVar4 = CBaseEntity::GetTeamNumber(param_1);
if (iVar4 == 3) {
return (uint)(*(int *)(param_1 + 0x2ba4) != 2);
}
}
return *(ushort *)(param_1 + 0x152) & 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.