L L4D2node

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 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)