Infected::IsOutside
0x00a10980 · 487 bytes · __thiscall
_ZNK8Infected9IsOutsideEv
Decompiled
undefined (1 param)
/* Infected::IsOutside() const */
ushort __thiscall Infected::IsOutside(Infected *this)
{
float fVar1;
float fVar2;
float fVar3;
float *pfVar4;
CTraceFilterSimple local_cc [16];
float local_bc;
float local_b8;
float local_b4;
float local_ac;
float local_a8;
float local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined4 local_88;
undefined4 local_84;
undefined4 local_7c;
undefined1 local_78;
undefined1 local_77;
Vector local_60 [12];
Vector local_54 [32];
float local_34;
char local_2a;
char local_29;
ushort local_1e;
pfVar4 = (float *)(**(code **)(*(int *)(this + 0x1a3c) + 0xd4))(this + 0x1a3c);
fVar1 = *pfVar4;
fVar2 = pfVar4[1];
fVar3 = pfVar4[2];
pfVar4 = (float *)(**(code **)(*(int *)(this + 0x1a3c) + 0xd4))(this + 0x1a3c);
local_ac = fVar1 - *pfVar4;
local_a8 = fVar2 - pfVar4[1];
local_a4 = (fVar3 + 99999.9) - pfVar4[2];
local_7c = 0;
local_78 = 1;
local_84 = 0;
local_88 = 0;
local_8c = 0;
local_77 = local_ac * local_ac + local_a8 * local_a8 + local_a4 * local_a4 != 0.0;
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_bc = *pfVar4;
local_b8 = pfVar4[1];
local_b4 = pfVar4[2];
CTraceFilterSimple::CTraceFilterSimple
(local_cc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x200400b,local_cc,local_60);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
}
if (((1.0 <= local_34) && (local_2a == '\0')) && (local_29 == '\0')) {
return 1;
}
return local_1e >> 2 & 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.