L L4D2node

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 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)