L L4D2node

CWeaponCSBase::PhysicsSplash

0x0043f480 · 383 bytes · __cdecl

_ZN13CWeaponCSBase13PhysicsSplashERK6VectorS2_ff

Decompiled

undefined (4 params)

/* CWeaponCSBase::PhysicsSplash(Vector const&, Vector const&, float, float) */

undefined4 CWeaponCSBase::PhysicsSplash(Vector *param_1,Vector *param_2,float param_3,float param_4)

{
  int iVar1;
  uint uVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  uint local_3c;
  undefined4 local_38;
  float local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined2 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined1 local_14;
  undefined1 local_13;
  
  if (param_4 <= 20.0) {
    return 0;
  }
  iVar1 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)param_1);
  fVar5 = 6.0;
  if (*(int *)(iVar1 + 0x894) == 0) {
    fVar5 = 4.0;
  }
  fVar4 = param_4 * 0.0025;
  local_60 = 0;
  local_5c = 0;
  local_58 = 0;
  local_48 = 0;
  if (1.0 <= fVar4) {
    fVar4 = 1.0;
  }
  local_44 = 0;
  local_40 = 0;
  local_30 = 0;
  local_2c = 0;
  if (fVar4 <= 0.0) {
    fVar4 = 0.0;
  }
  local_6c = *(undefined4 *)param_2;
  local_24 = 0;
  local_68 = *(undefined4 *)(param_2 + 4);
  local_34 = 1.0;
  local_64 = *(undefined4 *)(param_2 + 8);
  local_3c = 0;
  local_54 = *(undefined4 *)param_3;
  fVar5 = fVar4 * 3.0 + fVar5;
  local_38 = 0;
  local_50 = *(undefined4 *)((int)param_3 + 4);
  local_28 = 0;
  local_4c = *(undefined4 *)((int)param_3 + 8);
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_13 = 0;
  lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,fVar5,fVar5 + 1.0);
  local_34 = (float)lVar3;
  uVar2 = CBaseEntity::GetWaterType((CBaseEntity *)param_1);
  if ((uVar2 & 0x10) != 0) {
    local_3c = local_3c | 1;
  }
  DispatchEffect("gunshotsplash",(CEffectData *)&local_6c);
  return 1;
}

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)