L L4D2node

CRotorWashShooter::DoWashPush

0x00670960 · 565 bytes · __thiscall

_ZN17CRotorWashShooter10DoWashPushEfRK6Vector

Decompiled

undefined (3 params)

/* CRotorWashShooter::DoWashPush(float, Vector const&) */

undefined4 __thiscall
CRotorWashShooter::DoWashPush(CRotorWashShooter *this,float param_1,Vector *param_2)

{
  float fVar1;
  int iVar2;
  undefined4 uVar3;
  longdouble lVar4;
  float fVar5;
  undefined1 local_24 [12];
  float local_18;
  float local_14;
  float local_10;
  
  iVar2 = gpGlobals;
  if ((param_1 != *(float *)(this + 0x498)) ||
     (*(float *)(this + 0x49c) < *(float *)(gpGlobals + 0xc) ||
      *(float *)(this + 0x49c) == *(float *)(gpGlobals + 0xc))) {
    fVar5 = *(float *)(this + 0x490);
    *(float *)(this + 0x498) = param_1;
    fVar1 = *(float *)(iVar2 + 0xc);
    lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    iVar2 = gpGlobals;
    fVar5 = (float)lVar4 * *(float *)(this + 0x494) + fVar5 + fVar1;
    *(float *)(this + 0x49c) = fVar5;
    if (fVar5 <= *(float *)(iVar2 + 0xc)) {
      *(float *)(this + 0x49c) = *(float *)(iVar2 + 0xc) + 0.01;
    }
    local_18 = *(float *)param_2;
    local_14 = *(float *)(param_2 + 4);
    local_10 = *(float *)(param_2 + 8);
    VectorNormalize((Vector *)&local_18);
    lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    local_18 = (float)lVar4 * *(float *)(this + 0x464) + local_18;
    lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    local_14 = (float)lVar4 * *(float *)(this + 0x464) + local_14;
    lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    local_10 = (float)lVar4 * *(float *)(this + 0x464) + local_10;
    VectorNormalize((Vector *)&local_18);
    uVar3 = CGibShooter::SpawnGib((CGibShooter *)this,(Vector *)&local_18,*(float *)(this + 0x450));
    iVar2 = *(int *)(this + 0x440);
    *(int *)(this + 0x440) = iVar2 + -1;
    if (iVar2 + -1 < 1) {
      if (((byte)this[0x148] & 1) != 0) {
        *(undefined4 *)(this + 0x440) = *(undefined4 *)(this + 0x444);
        return uVar3;
      }
      CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)CBaseEntity::SUB_Remove);
      CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    }
  }
  else {
    uVar3 = 0;
  }
  return uVar3;
}

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)