L L4D2node

CEnvShooter::CreateGib

0x0066d7e0 · 636 bytes · __thiscall

_ZN11CEnvShooter9CreateGibEv

Decompiled

undefined (1 param)

/* CEnvShooter::CreateGib() */

CGib * __thiscall CEnvShooter::CreateGib(CEnvShooter *this)

{
  code *pcVar1;
  uint *puVar2;
  undefined4 uVar3;
  CGib *this_00;
  int iVar4;
  char *pcVar5;
  int *piVar6;
  undefined4 *puVar7;
  undefined4 *puVar8;
  int iVar9;
  float fVar10;
  CGib *in_stack_ffffffc4;
  char *in_stack_ffffffc8;
  char *local_20;
  
  puVar8 = (undefined4 *)&stack0xffffffc4;
  this_00 = _CreateEntity<CGib>(in_stack_ffffffc4,in_stack_ffffffc8);
  if (this[0x479] == (CEnvShooter)0x0) {
    (**(code **)(*(int *)this + 0x20))();
    puVar8 = (undefined4 *)&stack0xffffffc0;
    pcVar5 = "";
    if (local_20 != (char *)0x0) {
      pcVar5 = local_20;
    }
    CGib::Spawn(this_00,pcVar5);
  }
  else {
    CGib::Spawn(this_00,"");
  }
  iVar9 = 0;
  if (1 < *(int *)(this + 0x470)) {
    iVar9 = *random_valve;
    puVar8[2] = *(int *)(this + 0x470) + -1;
    puVar8[1] = 0;
    *puVar8 = random_valve;
    pcVar1 = *(code **)(iVar9 + 8);
    puVar8[-1] = 0x66d83a;
    iVar9 = (*pcVar1)();
  }
  if (iVar9 != *(int *)(this_00 + 0x45c)) {
    if (this_00[0x6c] == (CGib)0x0) {
      puVar2 = *(uint **)(this_00 + 0x30);
      if (puVar2 != (uint *)0x0) {
        *puVar2 = *puVar2 | 0x101;
        *puVar8 = puVar2;
        puVar8[-1] = 0x66d863;
        iVar4 = CBaseEdict::GetChangeAccessor((CBaseEdict *)*puVar8);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this_00[0x70] = (CGib)((byte)this_00[0x70] | 1);
    }
    *(int *)(this_00 + 0x45c) = iVar9;
  }
  puVar8[1] = 0xffffffff;
  *puVar8 = this_00;
  puVar8[-1] = 0x66d87f;
  CGib::SetBloodColor((CGib *)*puVar8,puVar8[1]);
  *(undefined4 *)(this_00 + 0x13fc) = *(undefined4 *)(this + 0x448);
  this_00[0x121] = *(CGib *)(this + 0x121);
  if ((((this_00[0x124] != *(CGib *)(this + 0x124)) || (this_00[0x125] != *(CGib *)(this + 0x125)))
      || (this_00[0x126] != *(CGib *)(this + 0x126))) || (this_00[0x127] != *(CGib *)(this + 0x127))
     ) {
    if (this_00[0x6c] == (CGib)0x0) {
      puVar2 = *(uint **)(this_00 + 0x30);
      if (puVar2 != (uint *)0x0) {
        *puVar2 = *puVar2 | 0x101;
        *puVar8 = puVar2;
        puVar8[-1] = 0x66d8ca;
        iVar9 = CBaseEdict::GetChangeAccessor((CBaseEdict *)*puVar8);
        *(undefined2 *)(iVar9 + 2) = 0;
      }
    }
    else {
      this_00[0x70] = (CGib)((byte)this_00[0x70] | 1);
    }
    *(undefined4 *)(this_00 + 0x124) = *(undefined4 *)(this + 0x124);
  }
  this_00[0x120] = *(CGib *)(this + 0x120);
  iVar9 = *(int *)(this + 0x480);
  if (iVar9 != *(int *)(this_00 + 0x458)) {
    if (this_00[0x6c] == (CGib)0x0) {
      puVar2 = *(uint **)(this_00 + 0x30);
      if (puVar2 != (uint *)0x0) {
        *puVar2 = *puVar2 | 0x101;
        *puVar8 = puVar2;
        puVar8[-1] = 0x66d916;
        iVar4 = CBaseEdict::GetChangeAccessor((CBaseEdict *)*puVar8);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this_00[0x70] = (CGib)((byte)this_00[0x70] | 1);
    }
    *(int *)(this_00 + 0x458) = iVar9;
  }
  fVar10 = *(float *)(this + 0x468) + *(float *)(gpGlobals + 0xc);
  *(float *)(this_00 + 0x1400) = fVar10;
  *(undefined4 *)(this_00 + 0x2c0) = *(undefined4 *)(this + 0x488);
  if (((byte)this[0x148] & 2) != 0) {
    puVar8[3] = 1;
    puVar8[2] = 0;
    puVar8[1] = fVar10;
    *puVar8 = this_00;
    puVar8[-1] = 0x66da2e;
    piVar6 = (int *)CEntityFlame::Create
                              ((CBaseEntity *)*puVar8,(float)puVar8[1],(float)puVar8[2],
                               *(bool *)(puVar8 + 3));
    if (piVar6 != (int *)0x0) {
      iVar9 = *piVar6;
      *puVar8 = piVar6;
      pcVar1 = *(code **)(iVar9 + 0xc);
      puVar8[-1] = 0x66da3e;
      puVar7 = (undefined4 *)(*pcVar1)();
      *(undefined4 *)(this_00 + 0x1418) = *puVar7;
    }
  }
  if (*(int *)(this + 0x47c) != 0) {
    uVar3 = *(undefined4 *)(this + 0x47c);
    *puVar8 = this_00;
    puVar8[1] = uVar3;
    puVar8[-1] = 0x66d975;
    CBaseAnimating::SetLightingOrigin();
  }
  if (this[0x478] != (CEnvShooter)0x0) {
    puVar8[1] = 0x10;
    *puVar8 = this_00;
    puVar8[-1] = 0x66d98e;
    CBaseEntity::AddEffects((CBaseEntity *)*puVar8,puVar8[1]);
  }
  return this_00;
}

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)