ForEachSurvivor<AverageFlowDistance>
0x00a34340 · 863 bytes · __cdecl
_Z15ForEachSurvivorI19AverageFlowDistanceEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<AverageFlowDistance>(AverageFlowDistance&) */
bool ForEachSurvivor<AverageFlowDistance>(AverageFlowDistance *param_1)
{
float fVar1;
int iVar2;
char cVar3;
CBaseEntity *this;
int iVar4;
TerrorNavArea *pTVar5;
uint uVar6;
Checkpoint *pCVar7;
int iVar8;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
local_10 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
0xb2c,&ForEachSurvivor<AverageFlowDistance>(AverageFlowDistance&)::tm_fmt,"(%s)%s",
"Unaccounted","ForEachSurvivor");
local_10 = ___atan2f_finite;
}
iVar8 = _DAT_0105db00;
local_18 = local_24;
local_14 = local_20;
/* try { // try from 00a344d6 to 00a34524 has its CatchHandler @ 00a346b6 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar4 = ThreadGetCurrentId(), iVar8 == iVar4)) {
if ((char *)*_DAT_0105d15c != "ForEachSurvivor") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc21c28,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar8 = 1;
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar8), this == (CBaseEntity *)0x0 ||
(*(int *)(this + 0x30) == 0))) {
LAB_00a34438:
iVar8 = iVar8 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar8) goto LAB_00a34474;
}
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
/* try { // try from 00a3440d to 00a3444c has its CatchHandler @ 00a346cb */
cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
/* try { // try from 00a3457f to 00a346a8 has its CatchHandler @ 00a346cb */
if ((((cVar3 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
((iVar4 = CBaseEntity::GetTeamNumber(this), iVar4 == 2 &&
((cVar3 = (**(code **)(*(int *)this + 300))(this), cVar3 != '\0' &&
(iVar4 = CBaseEntity::GetTeamNumber(this), iVar4 == *(int *)(param_1 + 4))))))) &&
(((cVar3 = (**(code **)(*(int *)this + 0x7e8))(this), cVar3 == '\0' ||
(((byte)param_1[0xc] & 1) == 0)) &&
((((cVar3 = (**(code **)(*(int *)this + 0x7e8))(this), cVar3 != '\0' ||
(((byte)param_1[0xc] & 2) == 0)) &&
(pTVar5 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this),
pTVar5 != (TerrorNavArea *)0x0)) && (-9999.0 < *(float *)(pTVar5 + 0x154))))))) {
uVar6 = *(uint *)(param_1 + 0xc);
if ((uVar6 & 4) != 0) {
pCVar7 = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh);
if ((pCVar7 != (Checkpoint *)0x0) &&
(cVar3 = Checkpoint::ContainsArea(pCVar7,pTVar5), cVar3 != '\0')) goto LAB_00a34438;
uVar6 = *(uint *)(param_1 + 0xc);
}
if ((((uVar6 & 8) == 0) ||
(pCVar7 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh),
pCVar7 == (Checkpoint *)0x0)) ||
(cVar3 = Checkpoint::ContainsArea(pCVar7,pTVar5), cVar3 == '\0')) {
iVar2 = *(int *)(param_1 + 8);
iVar4 = iVar2 + 1;
fVar1 = *(float *)(pTVar5 + *(int *)(param_1 + 0x10) * 4 + 0x154);
*(int *)(param_1 + 8) = iVar4;
*(float *)param_1 = ((float)iVar2 * *(float *)param_1 + fVar1) / (float)iVar4;
}
}
goto LAB_00a34438;
}
iVar8 = iVar8 + 1;
} while (iVar8 <= *(int *)(gpGlobals + 0x14));
}
LAB_00a34474:
iVar8 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar4 = ThreadGetCurrentId(), iVar8 == iVar4)) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
return true;
}
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.