CLunge::HandleCustomCollision
0x004d9320 · 551 bytes · __thiscall
_ZN6CLunge21HandleCustomCollisionEP11CBaseEntityRK6VectorS4_P10CGameTraceP9CMoveData
Decompiled
undefined (6 params)
/* CLunge::HandleCustomCollision(CBaseEntity*, Vector const&, Vector const&, CGameTrace*,
CMoveData*) */
CTerrorPlayer __thiscall
CLunge::HandleCustomCollision
(CLunge *this,CBaseEntity *param_1,Vector *param_2,Vector *param_3,CGameTrace *param_4,
CMoveData *param_5)
{
CTerrorPlayer CVar1;
CTerrorPlayer *this_00;
char cVar2;
int iVar3;
uint uVar4;
undefined *puVar5;
CTakeDamageInfo local_7c [108];
uVar4 = *(uint *)(this + 0x44c);
if ((((uVar4 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar4 >> 0xc)) &&
((this_00 = *(CTerrorPlayer **)(puVar5 + 4), this_00 != (CTerrorPlayer *)0x0 &&
(CVar1 = this_00[0x3e78], CVar1 != (CTerrorPlayer)0x0)))) {
if ((param_1 != (CBaseEntity *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0')) {
iVar3 = CBaseEntity::GetTeamNumber(param_1);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 != '\0') {
if (param_1[0x39f1] != (CBaseEntity)0x0) {
return (CTerrorPlayer)0x0;
}
CTerrorPlayer::OnLungedInto(this_00,(CTerrorPlayer *)param_1);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
*(undefined4 *)(param_5 + 0x9c) = *(undefined4 *)(param_1 + 0x2e0);
*(undefined4 *)(param_5 + 0xa0) = *(undefined4 *)(param_1 + 0x2e4);
*(undefined4 *)(param_5 + 0xa4) = *(undefined4 *)(param_1 + 0x2e8);
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(param_1);
}
*(undefined4 *)(param_5 + 0x40) = *(undefined4 *)(param_1 + 0x274);
*(undefined4 *)(param_5 + 0x44) = *(undefined4 *)(param_1 + 0x278);
*(undefined4 *)(param_5 + 0x48) = *(undefined4 *)(param_1 + 0x27c);
return (CTerrorPlayer)0x0;
}
}
if (((this[0x48d] == (CLunge)0x0) &&
(uVar4 = (**(code **)(*(int *)param_1 + 0xa4))(param_1), (uVar4 & 0x10) != 0)) &&
((*(char **)(param_1 + 0x7c) == "prop_door*" ||
(cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_door*"), cVar2 != '\0')))) {
this[0x48d] = (CLunge)0x1;
CTakeDamageInfo::CTakeDamageInfo
(local_7c,(CBaseEntity *)this_00,(CBaseEntity *)this_00,
*(float *)(ZombiePounceDoorDamage._28_4_ + 0x2c),1,0);
CalculateExplosiveDamageForce(local_7c,param_3,(Vector *)(param_4 + 0xc),1.0);
for (iVar3 = IPredictionSystem::g_pPredictionSystems; iVar3 != 0; iVar3 = *(int *)(iVar3 + 4))
{
*(int *)(iVar3 + 0x10) = *(int *)(iVar3 + 0x10) + 1;
}
/* try { // try from 004d951a to 004d951e has its CatchHandler @ 004d954d */
CBaseEntity::TakeDamage(param_1,local_7c);
for (iVar3 = IPredictionSystem::g_pPredictionSystems; iVar3 != 0; iVar3 = *(int *)(iVar3 + 4))
{
*(int *)(iVar3 + 0x10) = *(int *)(iVar3 + 0x10) + -1;
}
return CVar1;
}
}
return (CTerrorPlayer)0x0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.