L L4D2node

CBaseCombatCharacter::DropWeaponForWeaponStrip

0x005f55b0 · 812 bytes · __thiscall

_ZN20CBaseCombatCharacter24DropWeaponForWeaponStripEP17CBaseCombatWeaponRK6VectorRK6QAnglef

Decompiled

undefined (5 params)

/* CBaseCombatCharacter::DropWeaponForWeaponStrip(CBaseCombatWeapon*, Vector const&, QAngle const&,
   float) */

void __thiscall
CBaseCombatCharacter::DropWeaponForWeaponStrip
          (CBaseCombatCharacter *this,CBaseCombatWeapon *param_1,Vector *param_2,QAngle *param_3,
          float param_4)

{
  float fVar1;
  longdouble lVar2;
  undefined4 local_f4;
  undefined4 local_f0;
  undefined4 local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  CTraceFilterSimple local_dc [16];
  undefined4 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;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  Vector local_64 [32];
  float local_44;
  char local_3a;
  char local_39;
  CBaseCombatWeapon *local_24;
  
  local_70 = 0x3f000000;
  local_6c = 0x3f000000;
  local_68 = 0x3f800000;
  local_cc = 0x3f000000;
  local_c8 = 0x3f000000;
  local_c4 = 0x3f000000;
  CCollisionProperty::RandomPointInBounds
            ((CCollisionProperty *)(this + 0x194),(Vector *)&local_cc,(Vector *)&local_70,
             (Vector *)&local_f4);
  ThrowDirForWeaponStrip(this,param_1,param_2,(Vector *)&local_e8);
  local_bc = local_e8 * param_4;
  local_b8 = local_e4 * param_4;
  local_b4 = param_4 * local_e0;
  local_88 = 1;
  local_8c = 0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
  local_a4 = 0;
  local_a8 = 0;
  local_ac = 0;
  local_cc = local_f4;
  local_c8 = local_f0;
  local_c4 = local_ec;
  CTraceFilterSimple::CTraceFilterSimple
            (local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))
            (enginetrace,(Vector *)&local_cc,0x400b,local_dc,(Vector *)&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_3a != '\0')) || ((local_44 < 1.0 && (local_24 != param_1)))) {
    local_e8 = -local_e8;
    local_e4 = -local_e4;
    local_e0 = -local_e0;
  }
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x43c80000,0x44160000);
  fVar1 = (float)lVar2;
  local_e8 = local_e8 * fVar1;
  local_e4 = local_e4 * fVar1;
  local_e0 = fVar1 * local_e0;
  CBaseEntity::SetAbsOrigin((CBaseEntity *)param_1,(Vector *)&local_f4);
  CBaseEntity::SetAbsAngles((CBaseEntity *)param_1,param_3);
  (**(code **)(*(int *)param_1 + 0x3b4))(param_1,&local_e8);
  param_1[0x1458] = (CBaseCombatWeapon)0x0;
  Weapon_Detach(this,param_1);
  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)