L L4D2node

CBaseCombatCharacter::ThrowDirForWeaponStrip

0x005f4130 · 974 bytes · __thiscall

_ZN20CBaseCombatCharacter22ThrowDirForWeaponStripEP17CBaseCombatWeaponRK6VectorPS2_

Decompiled

undefined (4 params)

/* CBaseCombatCharacter::ThrowDirForWeaponStrip(CBaseCombatWeapon*, Vector const&, Vector*) */

void __thiscall
CBaseCombatCharacter::ThrowDirForWeaponStrip
          (CBaseCombatCharacter *this,CBaseCombatWeapon *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  char cVar4;
  float *pfVar5;
  longdouble lVar6;
  float local_118;
  undefined4 local_114;
  undefined4 local_110;
  CTraceFilterSimple local_10c [16];
  float local_fc;
  uint local_f8;
  uint local_f4;
  float local_f0;
  uint local_ec;
  uint local_e8;
  uint local_e4;
  float local_e0;
  undefined4 local_dc;
  uint local_d8;
  float local_d4;
  undefined4 local_d0;
  float local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  VMatrix local_70 [12];
  Vector local_64 [32];
  float local_44;
  char local_39;
  
  if ((*(char **)(param_1 + 0x7c) != "weapon_physcannon") &&
     (cVar4 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_1,"weapon_physcannon"),
     cVar4 == '\0')) {
    lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc2700000,0x42700000);
    MatrixBuildRotateZ(local_70,(float)lVar6);
    Vector3DMultiply(local_70,param_2,param_3);
    lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf000000,0x3f000000);
    *(float *)(param_3 + 8) = (float)lVar6;
    VectorNormalize(param_3);
    return;
  }
  if (*(int *)(hl2_episodic._28_4_ + 0x30) != 0) {
    pfVar5 = &local_fc;
    (**(code **)(*(int *)this + 0x234))(&local_118,this);
    local_f8 = *(uint *)(param_2 + 4);
    local_fc = *(float *)param_2;
    local_f4 = *(uint *)(param_2 + 8);
    local_f0 = -local_fc;
    local_ec = local_f8 ^ 0x80000000;
    local_e8 = *(uint *)(param_2 + 8) ^ 0x80000000;
    local_e4 = local_f8;
    local_e0 = -local_fc;
    local_dc = 0;
    local_d8 = local_f8 ^ 0x80000000;
    local_d4 = local_fc;
    local_d0 = 0x80000000;
    do {
      fVar1 = *pfVar5;
      local_94 = 0;
      fVar2 = pfVar5[1];
      local_88 = 1;
      local_bc = fVar1 * 48.0;
      fVar3 = pfVar5[2];
      local_b8 = fVar2 * 48.0;
      local_b4 = fVar3 * 48.0;
      local_cc = local_118;
      local_c4 = local_110;
      local_98 = 0;
      local_9c = 0;
      local_8c = 0;
      local_a4 = 0;
      local_a8 = 0;
      local_ac = 0;
      local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
      local_c8 = local_114;
      CTraceFilterSimple::CTraceFilterSimple
                (local_10c,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
      (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_10c,local_70);
      if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
        DebugDrawLine((Vector *)local_70,local_64,0xff,0,0,true,-1.0);
      }
      if ((local_39 == '\0') && (local_44 == 1.0)) {
        *(float *)param_3 = fVar1;
        *(float *)(param_3 + 8) = fVar3;
        *(float *)(param_3 + 4) = fVar2;
        return;
      }
      pfVar5 = pfVar5 + 3;
    } while (pfVar5 != &local_cc);
  }
  *(undefined4 *)param_3 = *(undefined4 *)param_2;
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_2 + 8);
  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)