ZombieBotVision::GetMaxVisionRange
0x00a57280 · 334 bytes · __thiscall
_ZNK15ZombieBotVision17GetMaxVisionRangeEv
Decompiled
undefined (1 param)
/* ZombieBotVision::GetMaxVisionRange() const */
longdouble __thiscall ZombieBotVision::GetMaxVisionRange(ZombieBotVision *this)
{
byte bVar1;
char cVar2;
int *piVar3;
int iVar4;
CBaseEntity *pCVar5;
float fVar6;
bVar1 = 0;
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar3 = (int *)(**(code **)(*piVar3 + 0xc4))(piVar3);
if (piVar3 != (int *)0x0) {
bVar1 = (**(code **)(*piVar3 + 0x114))(piVar3,0);
bVar1 = bVar1 ^ 1;
}
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
iVar4 = (**(code **)(*piVar3 + 0x52c))(piVar3);
if ((iVar4 != 0) && ((*(byte *)(iVar4 + 0x12d) & 0x10) != 0)) {
if (bVar1 == 0) {
return (longdouble)*(float *)(ZombieVisionRangeObscured._28_4_ + 0x2c);
}
fVar6 = *(float *)(ZombieVisionRangeObscuredAlert._28_4_ + 0x2c);
LAB_00a572fd:
return (longdouble)fVar6;
}
cVar2 = IsTimeOfDayBetween(2,4);
if (cVar2 == '\0') {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
pCVar5 = (CBaseEntity *)(**(code **)(*piVar3 + 0xb4))(piVar3);
iVar4 = CBaseEntity::GetGender(pCVar5);
if (iVar4 != 0x10) {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
pCVar5 = (CBaseEntity *)(**(code **)(*piVar3 + 0xb4))(piVar3);
iVar4 = CBaseEntity::GetGender(pCVar5);
if (iVar4 != 0x11) {
if (bVar1 != 0) {
return (longdouble)*(float *)(ZombieVisionRangeAlert._28_4_ + 0x2c);
}
fVar6 = *(float *)(ZombieVisionRange._28_4_ + 0x2c);
goto LAB_00a572fd;
}
}
}
return (longdouble)*(float *)(ZombieVisionRangeDaylight._28_4_ + 0x2c);
}
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.