L L4D2node

CVomitParticle::Create

0x004e50e0 · 564 bytes · __cdecl

_ZN14CVomitParticle6CreateERK6VectorRK6QAngleP11CBaseEntityP13CTerrorPlayer

Decompiled

undefined (4 params)

/* CVomitParticle::Create(Vector const&, QAngle const&, CBaseEntity*, CTerrorPlayer*) */

CBaseEntity *
CVomitParticle::Create(Vector *param_1,QAngle *param_2,CBaseEntity *param_3,CTerrorPlayer *param_4)

{
  float fVar1;
  code *pcVar2;
  CBaseEntity *this;
  undefined4 *puVar3;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  float fVar8;
  float fVar9;
  float local_40;
  float local_3c;
  float local_38;
  Vector local_34 [12];
  Vector local_28 [24];
  
  if ((param_3 != (CBaseEntity *)0x0) && (param_4 != (CTerrorPlayer *)0x0)) {
    this = (CBaseEntity *)CBaseEntity::Create("vomit_particle",param_1,param_2,param_3);
    if (this != (CBaseEntity *)0x0) {
      (**(code **)(*(int *)this + 0x50))(this,param_3);
      puVar3 = (undefined4 *)(**(code **)(*(int *)param_4 + 0xc))(param_4);
      *(undefined4 *)(this + 0x470) = *puVar3;
      pcVar2 = *(code **)(*(int *)this + 0x194);
      uVar4 = CBaseEntity::GetTeamNumber(param_3);
      (*pcVar2)(this,uVar4);
      AngleVectors(param_2,(Vector *)&local_40,local_34,local_28);
      uVar4 = z_vomit_vecrand._28_4_;
      fVar8 = *(float *)(z_vomit_velocity._28_4_ + 0x2c);
      *(float *)(this + 0x444) = local_3c * fVar8;
      *(float *)(this + 0x448) = local_38 * fVar8;
      *(float *)(this + 0x440) = local_40 * fVar8;
      fVar1 = *(float *)(uVar4 + 0x2c);
      fVar9 = -fVar8 * fVar1;
      iVar5 = rand();
      fVar8 = (fVar1 * fVar8 - fVar9) * 3.051851e-05;
      iVar6 = rand();
      iVar7 = rand();
      *(float *)(this + 0x440) = *(float *)(this + 0x440) + fVar9 + (float)iVar5 * fVar8;
      *(float *)(this + 0x444) = *(float *)(this + 0x444) + fVar9 + (float)iVar6 * fVar8;
      *(float *)(this + 0x448) = fVar9 + *(float *)(this + 0x448) + (float)iVar7 * fVar8;
      if (((byte)param_4[0x14d] & 0x10) != 0) {
        CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_4);
      }
      *(undefined4 *)(this + 0x44c) = *(undefined4 *)(param_4 + 0x274);
      *(undefined4 *)(this + 0x450) = *(undefined4 *)(param_4 + 0x278);
      *(undefined4 *)(this + 0x454) = *(undefined4 *)(param_4 + 0x27c);
      CBaseEntity::SetAbsVelocity(this,(Vector *)(this + 0x440));
      CBaseEntity::SetAbsAngles(this,param_2);
      return this;
    }
  }
  return (CBaseEntity *)0x0;
}

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)