L L4D2node

CTerrorPlayer::UpdateRangeCull

0x009b53b0 · 805 bytes · __thiscall

_ZN13CTerrorPlayer15UpdateRangeCullEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateRangeCull() */

void __thiscall CTerrorPlayer::UpdateRangeCull(CTerrorPlayer *this)

{
  float fVar1;
  bool bVar2;
  int *piVar3;
  char cVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  longdouble lVar8;
  float fVar9;
  float local_44;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined1 local_2c;
  int *local_28;
  float local_24;
  undefined4 local_20;
  
  iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (((((iVar5 == 3) && (cVar4 = (**(code **)(*(int *)this + 300))(this), cVar4 != '\0')) &&
       (((byte)this[0x14c] & 1) == 0)) &&
      (lVar8 = (longdouble)(**(code **)(*(int *)this + 0x4a0))(this), 1.0 <= (float)lVar8)) &&
     (((iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar5 != 3 ||
       (iVar5 = (**(code **)(*(int *)this + 0x544))(this), iVar5 != 8)) &&
      ((((byte)this[0x153] & 8) == 0 &&
       ((iVar5 = (**(code **)(*(int *)this + 0x52c))(this), iVar5 == 0 ||
        (*(char *)(iVar5 + 0x7d) == '\0')))))))) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_3c = *(undefined4 *)(this + 0x2e0);
    local_2c = 1;
    local_30 = 2;
    local_38 = *(undefined4 *)(this + 0x2e4);
    local_28 = (int *)0x0;
    local_34 = *(undefined4 *)(this + 0x2e8);
    local_24 = 1e+09;
    local_20 = 0;
    ForEachPlayer<ClosestPlayerScan>((ClosestPlayerScan *)&local_3c);
    if (local_28 != (int *)0x0) {
      iVar5 = (**(code **)(*local_28 + 0x52c))(local_28);
      iVar6 = (**(code **)(*(int *)this + 0x52c))(this);
      lVar8 = (longdouble)
              CDirector::GetScriptValue
                        (TheDirector,"ZombieDiscardRange",
                         *(float *)(DirectorPrivate_DirectorZombieDiscardRange._28_4_ + 0x2c));
      fVar1 = (float)lVar8;
      bVar2 = fVar1 * fVar1 < local_24;
      if (((!bVar2) &&
          ((iVar7 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar7 != 3 ||
           (iVar7 = (**(code **)(*(int *)this + 0x544))(this), iVar7 != 8)))) &&
         (((*(float *)(this + 0x3118) <= 0.0 ||
           (lVar8 = (longdouble)IntervalTimer::Now(), 5.0 < (float)lVar8 - *(float *)(this + 0x3118)
           )) && ((((*(float *)(ZombieDiscardMinRange._28_4_ + 0x2c) *
                     *(float *)(ZombieDiscardMinRange._28_4_ + 0x2c) < local_24 &&
                    (iVar7 = (**(code **)(*(int *)this + 0x52c))(this), piVar3 = local_28,
                    iVar7 != 0)) &&
                   (0.0 < *(float *)(iVar7 + 0x154) || *(float *)(iVar7 + 0x154) == 0.0)) &&
                  ((local_28 != (int *)0x0 &&
                   (cVar4 = (**(code **)(*local_28 + 0x16c))(local_28), cVar4 != '\0')))))))) {
        iVar7 = (**(code **)(*(int *)this + 0x52c))(this);
        if (iVar7 == 0) {
          local_44 = -9999.0;
        }
        else {
          local_44 = *(float *)(iVar7 + 0x154);
        }
        iVar7 = (**(code **)(*piVar3 + 0x52c))(piVar3);
        if (iVar7 == 0) {
          fVar9 = -9999.0;
        }
        else {
          fVar9 = *(float *)(iVar7 + 0x154);
        }
        bVar2 = fVar1 < ABS(local_44 - fVar9);
      }
      if ((((iVar6 == 0) || (iVar5 == 0)) ||
          (*(float *)(iVar6 + 0x154) < *(float *)(iVar5 + 0x154) ||
           *(float *)(iVar6 + 0x154) == *(float *)(iVar5 + 0x154))) && (bVar2)) {
        StartRangeCull(this);
        return;
      }
    }
  }
  CancelRangeCull(this);
  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)