CSpitterProjectile::DetonateThink
0x0055ba40 · 589 bytes · __thiscall
_ZN18CSpitterProjectile13DetonateThinkEv
Decompiled
undefined (1 param)
/* CSpitterProjectile::DetonateThink() */
void __thiscall CSpitterProjectile::DetonateThink(CSpitterProjectile *this)
{
float fVar1;
longdouble lVar2;
float local_24;
float local_18;
float local_14;
undefined4 local_10;
if ((1.0 <= *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1a7c)) &&
(*(float *)(this + 0x1a7c) != -1.0)) {
CBaseEntity::SetMoveType((CBaseEntity *)this,5,1);
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
local_18 = *(float *)(this + 0x274) * 0.3;
local_10 = *(undefined4 *)(this + 0x27c);
local_14 = *(float *)(this + 0x278) * 0.3;
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
*(undefined4 *)(this + 0x1a7c) = 0xbf800000;
}
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
if (*(float *)(this + 0x274) * *(float *)(this + 0x274) +
*(float *)(this + 0x27c) * *(float *)(this + 0x27c) +
*(float *)(this + 0x278) * *(float *)(this + 0x278) <= 25.0) {
if (*(float *)(this + 0x1a74) <= 0.0) {
lVar2 = (longdouble)IntervalTimer::Now();
fVar1 = (float)lVar2;
if (fVar1 != *(float *)(this + 0x1a74)) {
(**(code **)(*(int *)(this + 0x1a70) + 4))(this + 0x1a70,this + 0x1a74);
*(float *)(this + 0x1a74) = fVar1;
}
local_24 = *(float *)(z_spit_detonate_delay._28_4_ + 0x2c);
if (fVar1 <= 0.0) goto LAB_0055bace;
}
else {
local_24 = *(float *)(z_spit_detonate_delay._28_4_ + 0x2c);
}
lVar2 = (longdouble)IntervalTimer::Now();
if (local_24 < (float)lVar2 - *(float *)(this + 0x1a74)) {
(**(code **)(*(int *)this + 0x56c))(this);
return;
}
}
else if (*(float *)(this + 0x1a74) != -1.0) {
(**(code **)(*(int *)(this + 0x1a70) + 4))(this + 0x1a70,this + 0x1a74);
*(undefined4 *)(this + 0x1a74) = 0xbf800000;
}
LAB_0055bace:
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
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.