L L4D2node

CBaseEntity::TraceBleed

0x0040f1a0 · 807 bytes · __thiscall

_ZN11CBaseEntity10TraceBleedEfRK6VectorP10CGameTracei

Decompiled

undefined (5 params)

/* CBaseEntity::TraceBleed(float, Vector const&, CGameTrace*, int) */

void __thiscall
CBaseEntity::TraceBleed
          (CBaseEntity *this,float param_1,Vector *param_2,CGameTrace *param_3,int param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  char cVar4;
  int iVar5;
  longdouble lVar6;
  longdouble lVar7;
  longdouble lVar8;
  float fVar9;
  CTraceFilterSimple local_dc [16];
  undefined4 local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [32];
  float local_44;
  
  iVar5 = (**(code **)(*(int *)this + 0x138))(this);
  if ((((iVar5 != -1) && (iVar5 = (**(code **)(*(int *)this + 0x138))(this), iVar5 != 3)) &&
      (param_1 != 0.0)) && ((param_4 & 0x20000c7U) != 0)) {
    cVar4 = (**(code **)(*(int *)this + 300))(this);
    if (cVar4 == '\0') {
      iVar5 = (**(code **)(*(int *)this + 0x1fc))(this);
      if (iVar5 < 1) {
        return;
      }
      iVar5 = *(int *)(this + 0xfc);
      (**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
      *(int *)(this + 0xfc) = iVar5 + -1;
    }
    fVar9 = -172.0;
    if ((param_4 & 0x2000000U) != 0) {
      fVar9 = -384.0;
    }
    fVar1 = *(float *)param_2;
    fVar2 = *(float *)(param_2 + 4);
    fVar3 = *(float *)(param_2 + 8);
    lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbdcccccd,0x3dcccccd);
    lVar7 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbdcccccd,0x3dcccccd);
    lVar8 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbdcccccd,0x3dcccccd);
    local_88 = 1;
    local_bc = ((float)lVar6 - fVar1) * fVar9;
    local_94 = 0;
    local_98 = 0;
    local_b8 = ((float)lVar7 - fVar2) * fVar9;
    local_9c = 0;
    local_8c = 0;
    local_b4 = ((float)lVar8 - fVar3) * fVar9;
    local_cc = *(undefined4 *)(param_3 + 0xc);
    local_a4 = 0;
    local_c8 = *(undefined4 *)(param_3 + 0x10);
    local_c4 = *(undefined4 *)(param_3 + 0x14);
    local_a8 = 0;
    local_ac = 0;
    local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
    (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x4003,local_dc,local_70);
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
    }
    if (local_44 != 1.0) {
      iVar5 = (**(code **)(*(int *)this + 0x138))(this);
      UTIL_BloodDecalTrace((CGameTrace *)local_70,iVar5);
    }
  }
  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)