L L4D2node

CBaseEntity::ComputeTracerStartPosition

0x0040ef00 · 386 bytes · __thiscall

_ZN11CBaseEntity26ComputeTracerStartPositionERK6VectorPS0_

Decompiled

undefined (3 params)

/* CBaseEntity::ComputeTracerStartPosition(Vector const&, Vector*) */

void __thiscall
CBaseEntity::ComputeTracerStartPosition(CBaseEntity *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  char cVar3;
  CBaseCombatCharacter *this_00;
  CBaseAnimating *this_01;
  CBasePlayer *this_02;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  cVar3 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
  if (cVar3 == '\0') {
    cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar3 != '\0') {
      cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
      this_02 = (CBasePlayer *)0x0;
      if (cVar3 != '\0') {
        this_02 = (CBasePlayer *)this;
      }
      CBasePlayer::EyeVectors(this_02,(Vector *)&local_34,(Vector *)&local_28,(Vector *)0x0);
      fVar1 = *(float *)(param_1 + 8);
      fVar2 = *(float *)param_1;
      *(float *)(param_2 + 4) = local_30 * 16.0 + local_24 + local_24 + *(float *)(param_1 + 4);
      *(float *)(param_2 + 8) = fVar1 + -4.0 + local_2c * 16.0 + local_20 + local_20;
      *(float *)param_2 = local_34 * 16.0 + local_28 + local_28 + fVar2;
      return;
    }
    *(undefined4 *)param_2 = *(undefined4 *)param_1;
    *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 4);
    *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 8);
    this_00 = (CBaseCombatCharacter *)(**(code **)(*(int *)this + 0x144))(this);
    if (this_00 != (CBaseCombatCharacter *)0x0) {
      this_01 = (CBaseAnimating *)CBaseCombatCharacter::GetActiveWeapon(this_00);
      if (this_01 != (CBaseAnimating *)0x0) {
        cVar3 = CBaseAnimating::GetAttachment(this_01,1,(Vector *)&local_34,(QAngle *)&local_28);
        if (cVar3 != '\0') {
          *(float *)param_2 = local_34;
          *(float *)(param_2 + 4) = local_30;
          *(float *)(param_2 + 8) = local_2c;
        }
      }
    }
  }
  else {
    *(undefined4 *)param_2 = 0x4479c000;
    *(undefined4 *)(param_2 + 4) = 0x4479c000;
    *(undefined4 *)(param_2 + 8) = 0x4479c000;
  }
  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)