L L4D2node

FindLineOfScrimmage

0x0099fcb0 · 1067 bytes · __cdecl

_Z19FindLineOfScrimmagefbP6VectorP6QAngle

Decompiled

undefined (4 params)

/* FindLineOfScrimmage(float, bool, Vector*, QAngle*) */

longdouble FindLineOfScrimmage(float param_1,bool param_2,Vector *param_3,QAngle *param_4)

{
  int iVar1;
  CEscapeRoute *pCVar2;
  longdouble lVar3;
  float fVar4;
  float *local_e0;
  undefined **local_dc [4];
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  float local_70;
  float local_6c;
  float local_68;
  Vector local_64 [32];
  float local_44;
  char local_39;
  
  iVar1 = TheEscapeRoute();
  if (iVar1 != 0) {
    fVar4 = param_1 - 360.0;
    if (fVar4 < param_1) {
      pCVar2 = (CEscapeRoute *)TheEscapeRoute();
      lVar3 = (longdouble)CEscapeRoute::GetPositionFromFlow(pCVar2,param_1,param_2,param_3,param_2);
      param_1 = (float)lVar3;
      if (param_2) {
        while( true ) {
          CTraceFilterSimple::CTraceFilterSimple
                    ((CTraceFilterSimple *)local_dc,(IHandleEntity *)0x0,0,
                     (_func_bool_IHandleEntity_ptr_int *)0x0);
          local_87 = 1;
          local_c4 = *(float *)(param_3 + 8) + 32.0;
          local_88 = 1;
          local_dc[0] = &PTR_ShouldHitEntity_00c54558;
          local_cc = *(float *)param_3;
          local_bc = 0;
          local_c8 = *(float *)(param_3 + 4);
          local_b8 = 0;
          local_b4 = 0xc2c00000;
          local_94 = 0;
          local_98 = 0;
          local_9c = 0;
          local_8c = 0;
          local_a4 = 0;
          local_a8 = 0;
          local_ac = 0;
          (**(code **)(*enginetrace + 0x14))
                    (enginetrace,&local_cc,0x201420b,(CTraceFilterSimple *)local_dc,&local_70);
          if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
            DebugDrawLine((Vector *)&local_70,local_64,0xff,0,0,true,-1.0);
          }
          if (((local_39 != '\0') || (local_44 < 1.0)) ||
             (param_1 = param_1 - 25.0, param_1 <= fVar4)) break;
          pCVar2 = (CEscapeRoute *)TheEscapeRoute();
          lVar3 = (longdouble)CEscapeRoute::GetPositionFromFlow(pCVar2,param_1,1,param_3,1);
          param_1 = (float)lVar3;
        }
      }
    }
    local_e0 = &local_cc;
    fVar4 = 200.0;
    iVar1 = 0x12;
    do {
      pCVar2 = (CEscapeRoute *)TheEscapeRoute();
      CEscapeRoute::GetPositionFromFlow(pCVar2,param_1 - fVar4,param_2,local_e0,param_2);
      if (((((local_cc <= -0.01) || (0.01 <= local_cc)) ||
           ((local_c8 <= -0.01 || ((0.01 <= local_c8 || (local_c4 <= -0.01)))))) ||
          (0.01 <= local_c4)) &&
         (local_70 = *(float *)param_3,
         0.0 < (local_c8 - *(float *)(param_3 + 4)) * (local_c8 - *(float *)(param_3 + 4)) +
               (local_c4 - *(float *)(param_3 + 8)) * (local_c4 - *(float *)(param_3 + 8)) +
               (local_cc - local_70) * (local_cc - local_70))) goto LAB_0099ffe4;
      iVar1 = iVar1 + -1;
      fVar4 = fVar4 + 100.0;
    } while (iVar1 != 0);
    local_70 = *(float *)param_3;
LAB_0099ffe4:
    if ((((((local_70 <= -0.01) || (0.01 <= local_70)) || (*(float *)(param_3 + 4) <= -0.01)) ||
         ((0.01 <= *(float *)(param_3 + 4) || (*(float *)(param_3 + 8) <= -0.01)))) ||
        (0.01 <= *(float *)(param_3 + 8))) &&
       (((local_cc <= -0.01 || (0.01 <= local_cc)) ||
        ((local_c8 <= -0.01 || (((0.01 <= local_c8 || (local_c4 <= -0.01)) || (0.01 <= local_c4)))))
        ))) {
      local_70 = local_70 - local_cc;
      local_6c = *(float *)(param_3 + 4) - local_c8;
      local_68 = *(float *)(param_3 + 8) - local_c4;
      VectorAngles((Vector *)&local_70,param_4);
      return (longdouble)param_1;
    }
  }
  return (longdouble)0;
}

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)