HulkSmashableEnumerator::TrackHit
0x00562c30 · 277 bytes · __thiscall
_ZN23HulkSmashableEnumerator8TrackHitEP11CBaseEntity
Decompiled
undefined (2 params)
/* HulkSmashableEnumerator::TrackHit(CBaseEntity*) */
void __thiscall
HulkSmashableEnumerator::TrackHit(HulkSmashableEnumerator *this,CBaseEntity *param_1)
{
int iVar1;
float *pfVar2;
int iVar3;
float fVar4;
undefined1 local_3c [12];
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
(**(code **)(**(int **)(this + 4) + 0x234))(local_3c,*(int **)(this + 4));
AngleVectors((QAngle *)(this + 0x10),(Vector *)&local_30);
(**(code **)(**(int **)(this + 4) + 0x234))(&local_18,*(int **)(this + 4));
pfVar2 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
local_20 = pfVar2[1] - local_14;
local_1c = pfVar2[2] - local_10;
local_24 = *pfVar2 - local_18;
VectorNormalize((Vector *)&local_24);
fVar4 = local_2c * local_20 + local_30 * local_24 + local_28 * local_1c;
if (*(float *)(this + 0xc) <= fVar4 && fVar4 != *(float *)(this + 0xc)) {
*(float *)(this + 0xc) = fVar4;
*(CBaseEntity **)(this + 8) = param_1;
}
iVar1 = *(int *)(this + 0x28);
if (0 < iVar1) {
if ((CBaseEntity *)**(int **)(this + 0x1c) == param_1) {
return;
}
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) goto LAB_00562d1c;
} while ((CBaseEntity *)(*(int **)(this + 0x1c))[iVar3] != param_1);
if (iVar3 != -1) {
return;
}
}
LAB_00562d1c:
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 0x1c),iVar1,¶m_1);
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.