CTerrorPlayer::GetSurvivorFlowCenter
0x009b3120 · 311 bytes · __thiscall
_ZN13CTerrorPlayer21GetSurvivorFlowCenterEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetSurvivorFlowCenter() */
CTerrorPlayer * __thiscall CTerrorPlayer::GetSurvivorFlowCenter(CTerrorPlayer *this)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float *pfVar5;
float *pfVar6;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
int *local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
int *local_18;
undefined4 local_14;
undefined4 local_10;
local_24 = 0xc61c3c00;
local_20 = 2;
local_1c = 0;
local_18 = (int *)0x0;
local_14 = 0;
local_10 = 0;
local_38 = 0x4e6e6b28;
local_34 = 2;
local_30 = 0;
local_2c = (int *)0x0;
local_28 = 0;
ForEachTerrorPlayer<HighestFlowDistance>((HighestFlowDistance *)&local_24);
ForEachTerrorPlayer<LowestFlowDistance>((LowestFlowDistance *)&local_38);
if ((local_18 != (int *)0x0) && (local_2c != (int *)0x0)) {
pfVar5 = (float *)(**(code **)(*local_2c + 0x288))(local_2c);
pfVar6 = (float *)(**(code **)(*local_18 + 0x288))(local_18);
fVar1 = pfVar5[1];
fVar2 = pfVar5[2];
fVar3 = pfVar6[1];
fVar4 = pfVar6[2];
*(float *)this = (*pfVar5 + *pfVar6) * 0.5;
*(float *)(this + 4) = (fVar1 + fVar3) * 0.5;
*(float *)(this + 8) = (fVar2 + fVar4) * 0.5;
return this;
}
local_44 = vec3_origin;
local_40 = DAT_01053d4c;
local_3c = DAT_01053d50;
GetPlayerSpawnPosition(8,&local_44,0,0);
*(undefined4 *)this = local_44;
*(undefined4 *)(this + 4) = local_40;
*(undefined4 *)(this + 8) = local_3c;
return this;
}
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.