CGibShooter::SpawnGib
0x00670270 · 1001 bytes · __thiscall
_ZN11CGibShooter8SpawnGibERK6Vectorf
Decompiled
undefined (3 params)
/* CGibShooter::SpawnGib(Vector const&, float) */
CGib * __thiscall CGibShooter::SpawnGib(CGibShooter *this,Vector *param_1,float param_2)
{
float fVar1;
float fVar2;
int iVar3;
CBaseEntity *this_00;
char *pcVar4;
CGib *pCVar5;
uint uVar6;
int *piVar7;
longdouble lVar8;
undefined1 local_4c [12];
char *local_40 [3];
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar3 = *(int *)(this + 0x46c);
if (iVar3 == 1) {
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0x324))(this);
if (this_00 == (CBaseEntity *)0x0) {
return (CGib *)0x0;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
CBaseEntity::SetAbsOrigin(this_00,(Vector *)(this + 0x2e0));
CBaseEntity::SetAbsAngles(this_00,(QAngle *)(this + 0x454));
fVar1 = *(float *)(this + 0x468);
lVar8 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f733333,0x3f866666);
*(float *)(this_00 + 0x1400) = (float)lVar8 * fVar1;
CBaseEntity::SetCollisionGroup(this_00,1);
uVar6 = (**(code **)(*(int *)(this_00 + 0x194) + 0x30))(this_00 + 0x194);
piVar7 = (int *)CBaseEntity::VPhysicsInitNormal(this_00,6,uVar6 | 0x1000,0,0);
CBaseEntity::SetMoveType(this_00,6,0);
if (piVar7 != (int *)0x0) {
local_34 = param_2 * *(float *)param_1;
local_30 = param_2 * *(float *)(param_1 + 4);
local_2c = param_2 * *(float *)(param_1 + 8);
(**(code **)(*piVar7 + 0xd8))(piVar7,&local_34,0);
fVar1 = *(float *)(this + 0x460);
lVar8 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3dcccccd,0x3f800000);
fVar2 = *(float *)(this + 0x460);
local_28 = (float)lVar8 * fVar1;
lVar8 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3dcccccd,0x3f800000);
local_20 = 0.0;
local_24 = (float)lVar8 * fVar2;
lVar8 = (longdouble)(**(code **)(*piVar7 + 0x78))(piVar7);
fVar1 = (float)lVar8;
local_28 = local_28 * fVar1;
local_24 = local_24 * fVar1;
local_20 = fVar1 * local_20;
(**(code **)(*piVar7 + 0xfc))(piVar7,&local_28);
iVar3 = gpGlobals;
if (((byte)this[0x148] & 4) == 0) {
return (CGib *)this_00;
}
this_00[0x1404] = (CBaseEntity)0x1;
CBaseEntity::SetNextThink
(this_00,*(float *)(this_00 + 0x1400) + *(float *)(iVar3 + 0xc),(char *)0x0);
CBaseEntity::ThinkSet((_func_void *)local_4c,(float)this_00,(char *)CGib::DieThink);
return (CGib *)this_00;
}
}
else {
if (iVar3 == 2) {
fVar1 = *(float *)(this + 0x468);
local_24 = *(float *)(param_1 + 4) * 200.0 * param_2;
local_20 = *(float *)(param_1 + 8) * 200.0 * param_2;
local_28 = *(float *)param_1 * 200.0 * param_2;
if ((((byte)this[0x14d] & 8) != 0) &&
(CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
(**(code **)(*(int *)this + 0x20))(local_40,this);
pcVar4 = "";
if (local_40[0] != (char *)0x0) {
pcVar4 = local_40[0];
}
pCVar5 = (CGib *)CreateRagGib(pcVar4,(Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),
(Vector *)&local_28,fVar1,false);
return pCVar5;
}
if ((iVar3 != 0) ||
(this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0x324))(this),
this_00 == (CBaseEntity *)0x0)) {
return (CGib *)0x0;
}
CBaseEntity::SetAbsAngles(this_00,(QAngle *)(this + 0x454));
}
InitPointGib(this,(CGib *)this_00,param_1,param_2);
return (CGib *)this_00;
}
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.