L L4D2node

CBeam::WorldSpaceCenter

0x00428b60 · 288 bytes · __thiscall

_ZNK5CBeam16WorldSpaceCenterEv

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x00428b91) */
/* WARNING: Removing unreachable block (ram,0x00428c81) */
/* CBeam::WorldSpaceCenter() const */

undefined1 * __thiscall CBeam::WorldSpaceCenter(CBeam *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float *pfVar7;
  float *pfVar8;
  int iVar9;
  
  if ((AllocTempVector()::s_vecTemp == '\0') &&
     (iVar9 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar9 != 0)) {
    __cxa_guard_release(&AllocTempVector()::s_vecTemp);
  }
  if ((AllocTempVector()::s_nIndex == '\0') &&
     (iVar9 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar9 != 0)) {
    AllocTempVector()::s_nIndex = 0;
    __cxa_guard_release(&AllocTempVector()::s_nIndex);
  }
  AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
  LOCK();
  UNLOCK();
  iVar9 = AllocTempVector()::s_nIndex * 0xc;
  pfVar7 = (float *)GetAbsEndPos(this);
  pfVar8 = (float *)GetAbsStartPos(this);
  fVar1 = *pfVar7;
  fVar2 = *pfVar8;
  *(float *)(AllocTempVector()::s_vecTemp + iVar9) = fVar1 + fVar2;
  fVar3 = pfVar7[1];
  fVar4 = pfVar8[1];
  *(float *)(AllocTempVector()::s_vecTemp + iVar9 + 4) = fVar3 + fVar4;
  fVar5 = pfVar7[2];
  fVar6 = pfVar8[2];
  *(float *)(AllocTempVector()::s_vecTemp + iVar9) = (fVar1 + fVar2) * 0.5;
  *(float *)(AllocTempVector()::s_vecTemp + iVar9 + 4) = (fVar3 + fVar4) * 0.5;
  *(float *)(AllocTempVector()::s_vecTemp + iVar9 + 8) = (fVar5 + fVar6) * 0.5;
  return AllocTempVector()::s_vecTemp + iVar9;
}

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)