L L4D2node

CGibShooter::ShootThink

0x00670680 · 710 bytes · __thiscall

_ZN11CGibShooter10ShootThinkEv

Decompiled

undefined (1 param)

/* CGibShooter::ShootThink() */

void __thiscall CGibShooter::ShootThink(CGibShooter *this)

{
  float fVar1;
  float fVar2;
  int iVar3;
  longdouble lVar4;
  code *pcVar5;
  undefined1 local_44 [8];
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(this + 0x474) + *(float *)(gpGlobals + 0xc),(char *)0x0)
  ;
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_30,(Vector *)&local_24,(Vector *)&local_18)
  ;
  local_3c = local_30;
  local_38 = local_2c;
  local_34 = local_28;
  fVar1 = *(float *)(this + 0x464);
  lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
  fVar2 = (float)lVar4;
  local_38 = local_20 * fVar1 * fVar2 + local_38;
  local_34 = local_1c * fVar1 * fVar2 + local_34;
  local_3c = fVar1 * local_24 * fVar2 + local_3c;
  fVar1 = *(float *)(this + 0x464);
  lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
  fVar2 = (float)lVar4;
  local_38 = local_2c * fVar1 * fVar2 + local_38;
  local_34 = local_28 * fVar1 * fVar2 + local_34;
  local_3c = fVar1 * local_30 * fVar2 + local_3c;
  fVar1 = *(float *)(this + 0x464);
  lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
  fVar2 = (float)lVar4;
  local_38 = local_14 * fVar1 * fVar2 + local_38;
  local_34 = local_10 * fVar1 * fVar2 + local_34;
  local_3c = fVar1 * local_18 * fVar2 + local_3c;
  VectorNormalize((Vector *)&local_3c);
  SpawnGib(this,(Vector *)&local_3c,*(float *)(this + 0x450));
  iVar3 = *(int *)(this + 0x440);
  *(int *)(this + 0x440) = iVar3 + -1;
  if (0 < iVar3 + -1) {
    return;
  }
  if (((byte)this[0x148] & 1) == 0) {
    pcVar5 = CBaseEntity::SUB_Remove;
  }
  else {
    *(undefined4 *)(this + 0x440) = *(undefined4 *)(this + 0x444);
    pcVar5 = (code *)0x0;
  }
  CBaseEntity::ThinkSet((_func_void *)local_44,(float)this,(char *)pcVar5);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)