L L4D2node

PickTankProjectileForGround

0x004e1180 · 222 bytes · __cdecl

_Z27PickTankProjectileForGroundi

Decompiled

undefined (1 param)

/* PickTankProjectileForGround(int) */

undefined4 PickTankProjectileForGround(int param_1)

{
  undefined4 uVar1;
  int iVar2;
  int local_20;
  undefined4 local_1c;
  undefined4 local_18;
  int local_14;
  int local_10;
  
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
  if (TankProjectile == param_1) {
    CUtlVector<char_const*,CUtlMemory<char_const*,int>>::InsertBefore
              ((CUtlVector<char_const*,CUtlMemory<char_const*,int>> *)&local_20,0,
               &PTR_s_models_props_debris_concrete_chu_00f1b0b0);
  }
  if (DAT_00f1b0b4 == param_1) {
    CUtlVector<char_const*,CUtlMemory<char_const*,int>>::InsertBefore
              ((CUtlVector<char_const*,CUtlMemory<char_const*,int>> *)&local_20,local_14,
               &PTR_s_models_props_foliage_tree_trunk__00f1b0b8);
  }
  if (local_14 == 0) {
                    /* try { // try from 004e11d2 to 004e125b has its CatchHandler @ 004e1264 */
    uVar1 = PickTankProjectileForGround(0x43);
  }
  else {
    iVar2 = RandomInt(0,local_14 + -1);
    uVar1 = *(undefined4 *)(local_20 + iVar2 * 4);
  }
  local_14 = 0;
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)&local_20);
  local_10 = local_20;
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)&local_20);
  return uVar1;
}

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)