L L4D2node

ClipTraceToTongue::operator()

0x005296a0 · 336 bytes · __thiscall

_ZN17ClipTraceToTongueclEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* ClipTraceToTongue::TEMPNAMEPLACEHOLDERVALUE(CTerrorPlayer*) */

undefined4 __thiscall ClipTraceToTongue::operator()(ClipTraceToTongue *this,CTerrorPlayer *param_1)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  CTongue *this_00;
  int iVar5;
  undefined *puVar6;
  Vector local_34 [12];
  Vector local_28 [24];
  
  cVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if (cVar2 != '\0') {
    iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar3 == 3) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
      puVar6 = g_pEntityList;
      if (iVar3 == 1) {
        uVar1 = *(uint *)(param_1 + 0x30bc);
        if ((((uVar1 != 0xffffffff) &&
             (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
            && (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
          this_00 = (CTongue *)
                    __dynamic_cast(*(int *)(puVar4 + 4),&CBaseAbility::typeinfo,&CTongue::typeinfo,0
                                  );
          if (((this_00 != (CTongue *)0x0) &&
              (uVar1 = *(uint *)(param_1 + 0x33c0), uVar1 != 0xffffffff)) &&
             ((puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
              ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))))) {
            iVar3 = CTongue::GetNumSegments(this_00);
            if (0 < iVar3) {
              iVar5 = 0;
              do {
                CTongue::GetSegmentStart((int)local_34);
                iVar5 = iVar5 + 1;
                CTongue::GetSegmentEnd((int)local_28);
                ClipTongueSegment(this,this_00,local_34,local_28);
              } while (iVar5 != iVar3);
              return 1;
            }
          }
        }
      }
    }
  }
  return 1;
}

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)