L L4D2node

CTerrorPlayer::WarpToValidPositionIfStuck

0x00997f80 · 1164 bytes · __thiscall

_ZN13CTerrorPlayer26WarpToValidPositionIfStuckEv.part.200

Decompiled

undefined (1 param)

/* CTerrorPlayer::WarpToValidPositionIfStuck() [clone .part.200] */

void __thiscall CTerrorPlayer::WarpToValidPositionIfStuck(CTerrorPlayer *this)

{
  float fVar1;
  char cVar2;
  CBaseEntity *in_EAX;
  uint uVar3;
  undefined4 uVar4;
  float *pfVar5;
  float *pfVar6;
  double dVar7;
  double dVar8;
  double dVar9;
  double local_11c;
  double local_114;
  undefined **local_e0 [4];
  undefined4 local_d0;
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [32];
  float local_44;
  char local_3a;
  char local_39;
  
  uVar3 = (**(code **)(*(int *)in_EAX + 0x7a0))();
  uVar4 = CBaseEntity::GetTeamNumber(in_EAX);
  CTraceFilterSimple::CTraceFilterSimple
            ((CTraceFilterSimple *)local_e0,(IHandleEntity *)in_EAX,8,
             (_func_bool_IHandleEntity_ptr_int *)0x0);
  local_e0[0] = &PTR_ShouldHitEntity_00d1b038;
  local_d0 = uVar4;
  pfVar5 = (float *)(**(code **)(*(int *)(in_EAX + 0x194) + 8))(in_EAX + 0x194);
  pfVar6 = (float *)(**(code **)(*(int *)(in_EAX + 0x194) + 4))(in_EAX + 0x194);
  if ((((byte)in_EAX[0x14d] & 8) != 0) &&
     (CBaseEntity::CalcAbsolutePosition(in_EAX), ((byte)in_EAX[0x14d] & 8) != 0)) {
    CBaseEntity::CalcAbsolutePosition(in_EAX);
  }
  local_bc = 0;
  local_b8 = 0;
  local_87 = 0;
  local_b4 = 0;
  local_8c = 0;
  local_9c = (*pfVar5 - *pfVar6) * 0.5;
  local_98 = (pfVar5[1] - pfVar6[1]) * 0.5;
  local_94 = (pfVar5[2] - pfVar6[2]) * 0.5;
  local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
  local_ac = (*pfVar5 + *pfVar6) * 0.5;
  local_cc = *(float *)(in_EAX + 0x2e0) + local_ac;
  local_a8 = (pfVar5[1] + pfVar6[1]) * 0.5;
  local_c8 = *(float *)(in_EAX + 0x2e4) + local_a8;
  local_a4 = (pfVar5[2] + pfVar6[2]) * 0.5;
  local_ac = -local_ac;
  local_a8 = -local_a8;
  local_c4 = *(float *)(in_EAX + 0x2e8) + local_a4;
  local_a4 = -local_a4;
  (**(code **)(*enginetrace + 0x14))
            (enginetrace,(Vector *)&local_cc,uVar3,(CTraceFilterSimple *)local_e0,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
  }
  if (((local_44 == 1.0) && (local_3a == '\0')) && (local_39 == '\0')) {
    return;
  }
  if (((byte)in_EAX[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(in_EAX);
  }
  cVar2 = EntityPlacementTest(in_EAX,(Vector *)(in_EAX + 0x2e0),(Vector *)&local_cc,false,uVar3,
                              (ITraceFilter *)local_e0,0.0);
  if (cVar2 == '\0') {
    return;
  }
  dVar7 = (double)local_c4;
  dVar8 = (double)local_c8;
  dVar9 = (double)local_cc;
  if (((byte)in_EAX[0x14d] & 8) == 0) {
    local_114 = (double)*(float *)(in_EAX + 0x2e8);
  }
  else {
    CBaseEntity::CalcAbsolutePosition(in_EAX);
    local_114 = (double)*(float *)(in_EAX + 0x2e8);
    if (((byte)in_EAX[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(in_EAX);
      local_11c = (double)*(float *)(in_EAX + 0x2e4);
      if (((byte)in_EAX[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(in_EAX);
      }
      goto LAB_009982c0;
    }
  }
  local_11c = (double)*(float *)(in_EAX + 0x2e4);
LAB_009982c0:
  fVar1 = *(float *)(in_EAX + 0x2e0);
  uVar4 = (**(code **)(*(int *)in_EAX + 0xb8))();
  DevMsg("unsticking %s from %.1f %.1f %.1f to %.1f %.1f %.1f\n",uVar4,(double)fVar1,local_11c,
         local_114,dVar9,dVar8,dVar7);
  CBaseEntity::SetAbsOrigin(in_EAX,(Vector *)&local_cc);
  return;
}

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)