L L4D2node

CBeam::LaserInit

0x00427780 · 427 bytes · __thiscall

_ZN5CBeam9LaserInitEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CBeam::LaserInit(CBaseEntity*, CBaseEntity*) */

void __thiscall CBeam::LaserInit(CBeam *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  undefined4 local_24;
  undefined4 local_20 [4];
  
  if (*(int *)(this + 0x458) != 5) {
    if (this[0x6c] == (CBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x458) = 5;
  }
  if (*(int *)(this + 0x450) != 2) {
    if (this[0x6c] == (CBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x450) = 2;
  }
  SetStartEntity(this,param_1);
  SetEndEntity(this,param_2);
  local_24 = 0;
  iVar2 = memcmp(this + 0x488,&local_24,4);
  if (iVar2 != 0) {
    if (this[0x6c] == (CBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(undefined4 *)(this + 0x488) = 0;
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x488) = 0;
    }
  }
  local_20[0] = 0;
  iVar2 = *(int *)(this + 0x450) + -1;
  iVar3 = memcmp(this + 0x488 + iVar2 * 4,local_20,4);
  if (iVar3 == 0) {
    RelinkBeam(this);
    return;
  }
  if (this[0x6c] == (CBeam)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
    *(undefined4 *)(this + iVar2 * 4 + 0x488) = 0;
  }
  else {
    this[0x70] = (CBeam)((byte)this[0x70] | 1);
    *(undefined4 *)(this + iVar2 * 4 + 0x488) = 0;
  }
  RelinkBeam(this);
  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)