CTerrorPlayer::FindNextObserverTarget
0x009ca280 · 275 bytes · __thiscall
_ZN13CTerrorPlayer22FindNextObserverTargetEb
Decompiled
undefined (2 params)
/* CTerrorPlayer::FindNextObserverTarget(bool) */
int __thiscall CTerrorPlayer::FindNextObserverTarget(CTerrorPlayer *this,bool param_1)
{
int iVar1;
uint uVar2;
int iVar3;
undefined *puVar4;
int iVar5;
int *local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
int *local_20;
local_30 = (int *)0x0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = (int *)0x0;
/* try { // try from 009ca2bf to 009ca2c3 has its CatchHandler @ 009ca39f */
CollectValidObserverTargets(this,(CUtlVector *)&local_30);
if (local_24 == 0) {
iVar3 = 0;
}
else {
uVar2 = *(uint *)(this + 0x1d7c);
if ((((uVar2 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) || ((*(int *)(puVar4 + 4) == 0 || (local_24 < 1))))
{
iVar3 = *local_30;
}
else {
iVar5 = 0;
iVar3 = *local_30;
iVar1 = iVar3;
while (*(int *)(puVar4 + 4) != iVar1) {
iVar5 = iVar5 + 1;
if (iVar5 == local_24) goto LAB_009ca308;
iVar1 = local_30[iVar5];
}
if (param_1) {
iVar3 = (iVar5 + -1) * 4;
if (iVar5 + -1 == -1) {
iVar3 = local_24 * 4 + -4;
}
}
else {
iVar3 = 0;
if (iVar5 + 1 < local_24) {
iVar3 = (iVar5 + 1) * 4;
}
}
iVar3 = *(int *)((int)local_30 + iVar3);
}
}
LAB_009ca308:
local_24 = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)&local_30);
local_20 = local_30;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)&local_30);
return iVar3;
}
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.