CEnvRockLauncher::LaunchCurrentDir
0x004dfab0 · 350 bytes · __thiscall
_ZN16CEnvRockLauncher16LaunchCurrentDirEv
Decompiled
undefined (1 param)
/* CEnvRockLauncher::LaunchCurrentDir() */
void __thiscall CEnvRockLauncher::LaunchCurrentDir(CEnvRockLauncher *this)
{
CTankRock *this_00;
int iVar1;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
undefined4 local_28;
float local_24;
undefined4 local_20;
if (((byte)this[0x14d] & 8) == 0) {
local_58 = *(undefined4 *)(this + 0x2e0);
local_54 = *(undefined4 *)(this + 0x2e4);
local_50 = *(undefined4 *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_58 = *(undefined4 *)(this + 0x2e0);
local_54 = *(undefined4 *)(this + 0x2e4);
local_50 = *(undefined4 *)(this + 0x2e8);
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
local_4c = *(undefined4 *)(this + 0x37c);
local_48 = *(undefined4 *)(this + 0x380);
local_44 = *(undefined4 *)(this + 900);
this_00 = (CTankRock *)
CTankRock::Create((Vector *)&local_58,(QAngle *)&local_4c,(Vector *)&vec3_origin,
(CBaseCombatCharacter *)0x0);
*(undefined4 *)(this_00 + 0x1a8c) = *(undefined4 *)(this + 0x444);
AngleVectors((QAngle *)&local_4c,(Vector *)&local_40);
local_2c = *(float *)(ZombieTankThrowForce._28_4_ + 0x2c);
local_34 = local_40 * local_2c;
local_30 = local_3c * local_2c;
local_2c = local_2c * local_38;
iVar1 = (**(code **)(*random_valve + 8))(random_valve,0xffffff88,0x78);
local_24 = (float)iVar1;
local_28 = 0x42700000;
local_20 = 0;
CTankRock::OnRelease
(this_00,(Vector *)&local_58,(QAngle *)&local_4c,(Vector *)&local_34,(Vector *)&local_28
);
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.