CBlood::InputEmitBlood
0x00671120 · 878 bytes · __cdecl
_ZN6CBlood14InputEmitBloodER11inputdata_t
Decompiled
undefined (1 param)
/* CBlood::InputEmitBlood(inputdata_t&) */
void CBlood::InputEmitBlood(inputdata_t *param_1)
{
float fVar1;
int iVar2;
uint uVar3;
uint uVar4;
float local_f4;
float local_f0;
float local_ec;
undefined4 local_e8;
undefined4 local_e4;
undefined4 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;
Vector local_70 [12];
Vector local_64 [32];
float local_44;
fVar1 = *(float *)(param_1 + 0x44c);
iVar2 = *(int *)(param_1 + 0x450);
if (((byte)param_1[0x148] & 2) == 0) {
Direction();
BloodPosition((CBaseEntity *)&local_cc);
UTIL_BloodDrips((Vector *)&local_cc,local_70,iVar2,(int)fVar1);
uVar3 = *(uint *)(param_1 + 0x148);
}
else {
Direction();
BloodPosition((CBaseEntity *)&local_cc);
UTIL_BloodStream((Vector *)&local_cc,local_70,iVar2,(int)fVar1);
uVar3 = *(uint *)(param_1 + 0x148);
}
if ((uVar3 & 8) != 0) {
Direction();
BloodPosition((CBaseEntity *)&local_e8);
local_b4 = *(float *)(param_1 + 0x44c);
local_bc = (local_f4 + local_f4) * local_b4;
local_b8 = (local_f0 + local_f0) * local_b4;
local_88 = 1;
local_8c = 0;
local_b4 = (local_ec + local_ec) * local_b4;
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_e8;
local_c8 = local_e4;
local_c4 = local_e0;
CTraceFilterSimple::CTraceFilterSimple
(local_dc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_dc,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
}
if (local_44 != 1.0) {
UTIL_BloodDecalTrace((CGameTrace *)local_70,*(int *)(param_1 + 0x450));
}
uVar3 = *(uint *)(param_1 + 0x148);
}
if ((uVar3 & 0x70) != 0) {
fVar1 = *(float *)(param_1 + 0x44c);
uVar4 = uVar3 >> 2 & 4;
if ((uVar3 & 0x20) != 0) {
uVar4 = uVar4 | 1;
}
if ((uVar3 & 0x40) != 0) {
uVar4 = uVar4 | 2;
}
iVar2 = *(int *)(param_1 + 0x450);
Direction();
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
UTIL_BloodSpray((Vector *)(param_1 + 0x2e0),local_70,iVar2,(int)fVar1,uVar4);
}
return;
}
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.