L L4D2node

CTerrorPlayer::GetNearbyFriendCount

0x009a6770 · 401 bytes · __thiscall

_ZN13CTerrorPlayer20GetNearbyFriendCountEfb

Decompiled

undefined (3 params)

/* CTerrorPlayer::GetNearbyFriendCount(float, bool) */

int __thiscall CTerrorPlayer::GetNearbyFriendCount(CTerrorPlayer *this,float param_1,bool param_2)

{
  CBaseEntity CVar1;
  char cVar2;
  CBaseEntity *this_00;
  int iVar3;
  int iVar4;
  int iVar5;
  int local_20;
  
  if (*(int *)(gpGlobals + 0x14) < 1) {
    local_20 = 0;
  }
  else {
    iVar5 = 1;
    local_20 = 0;
    do {
      this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
      if ((this_00 != (CBaseEntity *)0x0) &&
         (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 != '\0')) {
        if (*(int *)(this_00 + 0x30) == 0) {
          iVar4 = 0;
        }
        else {
          iVar4 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        if (*(int *)(this + 0x30) == 0) {
          iVar3 = 0;
        }
        else {
          iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        if (((iVar4 != iVar3) &&
            (cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar2 != '\0')) &&
           (cVar2 = CBaseEntity::InSameTeam(this_00,(CBaseEntity *)this), cVar2 != '\0')) {
          if (((byte)this[0x14d] & 8) == 0) {
            CVar1 = this_00[0x14d];
          }
          else {
            CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
            CVar1 = this_00[0x14d];
          }
          if (((byte)CVar1 & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition(this_00);
          }
          if ((SQRT((*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) *
                    (*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) +
                    (*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) *
                    (*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) +
                    (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) *
                    (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0))) < param_1) &&
             ((!param_2 ||
              (cVar2 = CBaseCombatCharacter::IsAbleToSee((CBaseCombatCharacter *)this,this_00,1),
              cVar2 != '\0')))) {
            local_20 = local_20 + 1;
          }
        }
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(int *)(gpGlobals + 0x14));
  }
  return local_20;
}

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)