CCharge::ImpactRumble
0x004d4160 · 211 bytes · __thiscall
_ZN7CCharge12ImpactRumbleEv
Decompiled
undefined (1 param)
/* CCharge::ImpactRumble() */
void __thiscall CCharge::ImpactRumble(CCharge *this)
{
undefined4 uVar1;
uint uVar2;
CBaseEntity *this_00;
undefined *puVar3;
undefined4 local_14;
CCharge *local_10;
uVar2 = *(uint *)(this + 0x44c);
if ((((uVar2 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar3 + 4), this_00 != (CBaseEntity *)0x0)) {
uVar1 = *(undefined4 *)(z_charge_impact_radius._28_4_ + 0x2c);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
UTIL_ScreenShake(this_00 + 0x2e0,0x40a00000,0x43160000,0x3fc00000,uVar1,0,0,0);
local_10 = this;
local_14 = *(undefined4 *)(z_charge_impact_radius._28_4_ + 0x2c);
ForEachPlayer<ChargeImpactDistributor>((ChargeImpactDistributor *)&local_14);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.