CSpitterProjectile::BounceTouch
0x0055b840 · 477 bytes · __thiscall
_ZN18CSpitterProjectile11BounceTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CSpitterProjectile::BounceTouch(CBaseEntity*) */
void __thiscall CSpitterProjectile::BounceTouch(CSpitterProjectile *this,CBaseEntity *param_1)
{
char cVar1;
CBaseEntity *pCVar2;
int iVar3;
float local_18;
float local_14;
undefined4 local_10;
if (((((byte)param_1[0x1b4] & 0x28) == 0) || (*(int *)(param_1 + 0x234) == 0xb)) &&
(pCVar2 = (CBaseEntity *)CBaseGrenade::GetThrower((CBaseGrenade *)this), param_1 != pCVar2)) {
iVar3 = CBaseEntity::GetTeamNumber(param_1);
cVar1 = IsASurvivorTeam(iVar3);
if (cVar1 != '\0') {
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,(Vector *)(param_1 + 0x2e0));
(**(code **)(*(int *)this + 0x56c))(this);
return;
}
iVar3 = CBaseEntity::GetTeamNumber(param_1);
if (((iVar3 != 3) ||
((iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar3 == 3 &&
(iVar3 = (**(code **)(*(int *)this + 0x544))(this), iVar3 == 0)))) &&
((CBaseEntity::SetMoveType((CBaseEntity *)this,5,1),
*(char **)(param_1 + 0x7c) != "func_breakable" &&
(((cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable"), cVar1 == '\0' &&
(*(char **)(param_1 + 0x7c) != "func_breakable_surf")) &&
(cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable_surf"), cVar1 == '\0'))))
)) {
iVar3 = CBaseEntity::GetTouchTrace();
if (((byte)this[0x150] & 1) == 0) {
(**(code **)(*(int *)this + 0x574))(this);
}
if (*(float *)(iVar3 + 0x20) < 0.0) {
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
local_10 = 0xc1200000;
local_18 = *(float *)(this + 0x274) * 0.5;
local_14 = *(float *)(this + 0x278) * 0.5;
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
}
else if (0.5 < *(float *)(iVar3 + 0x20)) {
(**(code **)(*(int *)this + 0x56c))(this);
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.