L L4D2node

CBeam::RelinkBeam

0x00426b30 · 414 bytes · __thiscall

_ZN5CBeam10RelinkBeamEv

Decompiled

undefined (1 param)

/* CBeam::RelinkBeam() */

void __thiscall CBeam::RelinkBeam(CBeam *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float *pfVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  pfVar6 = (float *)GetAbsStartPos(this);
  fVar1 = *pfVar6;
  fVar7 = pfVar6[1];
  fVar2 = pfVar6[2];
  pfVar6 = (float *)GetAbsEndPos(this);
  fVar3 = pfVar6[1];
  fVar4 = *pfVar6;
  fVar9 = fVar3;
  if (fVar7 <= fVar3) {
    fVar9 = fVar7;
  }
  fVar5 = pfVar6[2];
  fVar8 = fVar4;
  if (fVar4 <= fVar1) {
    fVar8 = fVar1;
    fVar1 = fVar4;
  }
  if (fVar7 <= fVar3) {
    fVar7 = fVar3;
  }
  fVar3 = fVar2;
  if (fVar2 <= fVar5) {
    fVar3 = fVar5;
    fVar5 = fVar2;
  }
  if (((byte)this[0x14d] & 8) == 0) {
    local_34 = *(float *)(this + 0x2e0);
    local_28 = fVar8 - local_34;
    local_30 = *(float *)(this + 0x2e4);
    local_24 = fVar7 - local_30;
    local_2c = *(float *)(this + 0x2e8);
    local_20 = fVar3 - local_2c;
  }
  else {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    local_34 = *(float *)(this + 0x2e0);
    local_28 = fVar8 - local_34;
    local_30 = *(float *)(this + 0x2e4);
    local_24 = fVar7 - local_30;
    local_2c = *(float *)(this + 0x2e8);
    local_20 = fVar3 - local_2c;
    if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      local_34 = *(float *)(this + 0x2e0);
      local_30 = *(float *)(this + 0x2e4);
      local_2c = *(float *)(this + 0x2e8);
    }
  }
  local_2c = fVar5 - local_2c;
  local_34 = fVar1 - local_34;
  local_30 = fVar9 - local_30;
  CBaseEntity::SetCollisionBounds((CBaseEntity *)this,(Vector *)&local_34,(Vector *)&local_28);
  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)