FindSafeStandingPosition
0x009a8ce0 · 1330 bytes · __cdecl
_Z24FindSafeStandingPositionP13CTerrorPlayerRK6VectorP13TerrorNavArea
Decompiled
undefined (3 params)
/* FindSafeStandingPosition(CTerrorPlayer*, Vector const&, TerrorNavArea*) */
CTerrorPlayer *
FindSafeStandingPosition(CTerrorPlayer *param_1,Vector *param_2,TerrorNavArea *param_3)
{
char cVar1;
int iVar2;
int iVar3;
undefined4 *puVar4;
longdouble lVar5;
float fVar6;
float fVar7;
CNavArea *in_stack_00000010;
float local_4c;
float local_48;
float local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
float local_28;
float local_24;
float local_20;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
local_4c = *(float *)(param_2 + 0x2e0);
local_48 = *(float *)(param_2 + 0x2e4);
local_44 = *(float *)(param_2 + 0x2e8);
if (param_2[0x1a90] == (Vector)0x0) {
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
puVar4 = (undefined4 *)(iVar3 + 0xc);
}
else {
iVar3 = (**(code **)(*g_pGameRules + 0x7c))();
puVar4 = (undefined4 *)(iVar3 + 0x24);
}
local_40 = *puVar4;
local_3c = puVar4[1];
local_38 = puVar4[2];
if (param_2[0x1a90] == (Vector)0x0) {
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
puVar4 = (undefined4 *)(iVar3 + 0x18);
}
else {
iVar3 = (**(code **)(*g_pGameRules + 0x7c))();
puVar4 = (undefined4 *)(iVar3 + 0x30);
}
local_34 = *puVar4;
local_30 = puVar4[1];
local_2c = puVar4[2];
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
local_44 = local_44 + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
local_44 = local_44 + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
local_48 = *(float *)(param_2 + 0x2e4);
local_4c = *(float *)(param_2 + 0x2e0) + 18.0;
local_44 = *(float *)(param_2 + 0x2e8) + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
local_48 = *(float *)(param_2 + 0x2e4);
local_4c = *(float *)(param_2 + 0x2e0) - 18.0;
local_44 = *(float *)(param_2 + 0x2e8) + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
local_4c = *(float *)(param_2 + 0x2e0);
local_48 = *(float *)(param_2 + 0x2e4) + 18.0;
local_44 = *(float *)(param_2 + 0x2e8) + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
local_4c = *(float *)(param_2 + 0x2e0);
local_48 = *(float *)(param_2 + 0x2e4) - 18.0;
local_44 = *(float *)(param_2 + 0x2e8) + 18.0;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,iVar2);
if (cVar1 == '\0') {
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar6 = *(float *)(iVar3 + 0x18);
if ((in_stack_00000010 != (CNavArea *)0x0) &&
(cVar1 = CNavArea::IsBlocked(in_stack_00000010,2,false), cVar1 == '\0')) {
iVar3 = 0;
local_4c = *(float *)(in_stack_00000010 + 0x2c);
local_48 = *(float *)(in_stack_00000010 + 0x30);
local_44 = *(float *)(in_stack_00000010 + 0x34);
fVar7 = (fVar6 + fVar6) - 1.0;
local_28 = local_4c - *(float *)param_3;
local_24 = local_48 - *(float *)(param_3 + 4);
local_20 = local_44 - *(float *)(param_3 + 8);
lVar5 = (longdouble)VectorNormalize((Vector *)&local_28);
fVar6 = (float)lVar5;
if (fVar7 <= (float)lVar5) {
fVar6 = fVar7;
}
local_44 = *(float *)(param_3 + 8) + 18.0 + local_20 * fVar6;
local_48 = local_24 * fVar6 + *(float *)(param_3 + 4);
local_4c = fVar6 * local_28 + *(float *)param_3;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,
iVar2);
if (cVar1 != '\0') goto LAB_009a8d8a;
do {
if (iVar3 == 2) {
local_4c = *(float *)(in_stack_00000010 + 0x10);
local_48 = *(float *)(in_stack_00000010 + 0x14);
local_44 = *(float *)(in_stack_00000010 + 0x18);
}
else if (iVar3 == 3) {
local_44 = *(float *)(in_stack_00000010 + 0x28);
local_48 = *(float *)(in_stack_00000010 + 0x14);
local_4c = *(float *)(in_stack_00000010 + 4);
}
else if (iVar3 == 1) {
local_44 = *(float *)(in_stack_00000010 + 0x24);
local_48 = *(float *)(in_stack_00000010 + 8);
local_4c = *(float *)(in_stack_00000010 + 0x10);
}
else {
local_4c = *(float *)(in_stack_00000010 + 4);
local_48 = *(float *)(in_stack_00000010 + 8);
local_44 = *(float *)(in_stack_00000010 + 0xc);
}
local_24 = local_48 - *(float *)(param_3 + 4);
local_20 = local_44 - *(float *)(param_3 + 8);
local_28 = local_4c - *(float *)param_3;
lVar5 = (longdouble)VectorNormalize((Vector *)&local_28);
fVar6 = (float)lVar5;
if (fVar7 <= (float)lVar5) {
fVar6 = fVar7;
}
local_44 = *(float *)(param_3 + 8) + 18.0 + local_20 * fVar6;
local_48 = local_24 * fVar6 + *(float *)(param_3 + 4);
local_4c = fVar6 * local_28 + *(float *)param_3;
cVar1 = UTIL_IsSpaceEmptyForTeam
((Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,
iVar2);
if (cVar1 != '\0') goto LAB_009a8d8a;
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
}
*(undefined4 *)param_1 = *(undefined4 *)param_3;
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(param_3 + 4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(param_3 + 8);
return param_1;
}
}
}
}
}
}
}
LAB_009a8d8a:
*(float *)param_1 = local_4c;
*(float *)(param_1 + 4) = local_48;
*(float *)(param_1 + 8) = local_44;
return param_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.