L L4D2node

CBaseCombatCharacter::CheckTraceHullAttack

0x005f13c0 · 517 bytes · __thiscall

_ZN20CBaseCombatCharacter20CheckTraceHullAttackEfRK6VectorS2_iifb

Decompiled

undefined (8 params)

/* WARNING: Removing unreachable block (ram,0x005f1444) */
/* WARNING: Removing unreachable block (ram,0x005f15c7) */
/* CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float,
   bool) */

void __thiscall
CBaseCombatCharacter::CheckTraceHullAttack
          (CBaseCombatCharacter *this,float param_1,Vector *param_2,Vector *param_3,int param_4,
          int param_5,float param_6,bool param_7)

{
  float fVar1;
  int iVar2;
  float fVar3;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_40);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_34 = *(float *)(this + 0x2e0);
  local_30 = *(float *)(this + 0x2e4);
  local_2c = *(float *)(this + 0x2e8);
  if ((AllocTempVector()::s_vecTemp == '\0') &&
     (iVar2 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar2 != 0)) {
    __cxa_guard_release(&AllocTempVector()::s_vecTemp);
  }
  if ((AllocTempVector()::s_nIndex == '\0') &&
     (iVar2 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar2 != 0)) {
    AllocTempVector()::s_nIndex = 0;
    __cxa_guard_release(&AllocTempVector()::s_nIndex);
  }
  AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
  LOCK();
  UNLOCK();
  iVar2 = AllocTempVector()::s_nIndex * 0xc;
  *(float *)(AllocTempVector()::s_vecTemp + iVar2) =
       *(float *)(this + 0x1a8) - *(float *)(this + 0x19c);
  *(float *)(AllocTempVector()::s_vecTemp + iVar2 + 4) =
       *(float *)(this + 0x1ac) - *(float *)(this + 0x1a0);
  fVar3 = *(float *)(this + 0x1b0);
  fVar1 = *(float *)(this + 0x1a4);
  *(float *)(AllocTempVector()::s_vecTemp + iVar2 + 8) = fVar3 - fVar1;
  fVar3 = (fVar3 - fVar1) * 0.5;
  if (fVar3 < *(float *)(param_3 + 8)) {
    fVar3 = *(float *)(param_3 + 8) + 1.0;
  }
  local_2c = fVar3 + local_2c;
  local_24 = param_1 * local_3c + local_30;
  local_28 = param_1 * local_40 + local_34;
  local_20 = param_1 * local_38 + local_2c;
  (**(code **)(*(int *)this + 0x4ec))
            (this,&local_34,&local_28,param_2,param_3,param_4,param_5,param_6,param_7);
  return;
}

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)