L L4D2node

FireTerrorBullets

0x0052cd70 · 485 bytes · __cdecl

_Z17FireTerrorBulletsiRK6VectorRK6QAngle10CSWeaponIDiif

Decompiled

undefined (7 params)

/* FireTerrorBullets(int, Vector const&, QAngle const&, CSWeaponID, int, int, float) */

void FireTerrorBullets(int param_1,Vector *param_2,QAngle *param_3,int param_4,int param_5,
                      int param_6,float param_7)

{
  char cVar1;
  short sVar2;
  short sVar3;
  CBaseEntity *this;
  int iVar4;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  this = (CBaseEntity *)UTIL_PlayerByIndex(param_1);
  if (this != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 != '\0') {
      iVar4 = WeaponIDToAlias(param_4);
      if (iVar4 == 0) {
        DevMsg("FireTerrorBullets: weapon alias for ID %d not found\n",param_4);
      }
      else {
        V_snprintf(local_a0,0x80,"weapon_%s",iVar4);
        sVar2 = LookupWeaponInfoSlot(local_a0);
        sVar3 = GetInvalidWeaponInfoHandle();
        if (sVar2 == sVar3) {
          DevMsg("FireTerrorBullets: LookupWeaponInfoSlot failed for weapon %s\n",local_a0);
        }
        else {
          iVar4 = CBaseEntity::IsDormant(this);
          if (iVar4 == 0) {
            if (param_5 == 0) {
              (**(code **)(*(int *)this + 0x7fc))(this,0x28);
            }
            else {
              (**(code **)(*(int *)this + 0x7fc))(this,0x29,0);
            }
          }
          TE_FireBullets(param_1,param_2,param_3,param_4,param_5,param_6,param_7);
          (**(code **)(*(int *)this + 0x844))(this);
          CCSPlayer::StartNewBulletGroup();
          (**(code **)*lagcompensation)(lagcompensation,this,2,&vec3_origin,&vec3_angle,0);
          CTerrorPlayer::FireBullet
                    (this,*(undefined4 *)param_2,*(undefined4 *)(param_2 + 4),
                     *(undefined4 *)(param_2 + 8),param_3,param_4,0);
          (**(code **)(*lagcompensation + 4))(lagcompensation,this);
        }
      }
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)