L L4D2node

CEntityDissolve::ElectrocuteThink

0x00677b20 · 400 bytes · __thiscall

_ZN15CEntityDissolve16ElectrocuteThinkEv

Decompiled

undefined (1 param)

/* CEntityDissolve::ElectrocuteThink() */

void __thiscall CEntityDissolve::ElectrocuteThink(CEntityDissolve *this)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined *puVar6;
  undefined4 *puVar7;
  int iVar8;
  undefined1 local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  uVar1 = *(uint *)(this + 0x188);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
    iVar2 = __dynamic_cast(*(int *)(puVar6 + 4),&CBaseEntity::typeinfo,&CRagdollProp::typeinfo,0);
    if (iVar2 != 0) {
      if (0 < *(int *)(iVar2 + 0x13f8)) {
        iVar8 = 0;
        puVar7 = (undefined4 *)(iVar2 + 0x1410);
        do {
          iVar3 = rand();
          iVar8 = iVar8 + 1;
          iVar4 = rand();
          iVar5 = rand();
          local_28 = (float)iVar3 * 0.14648885 - 2400.0;
          local_24 = (float)iVar4 * 0.14648885 - 2400.0;
          local_20 = (float)iVar5 * 0.14648885 - 2400.0;
          (**(code **)(*(int *)*puVar7 + 0xf4))((int *)*puVar7,&local_28);
          puVar7 = puVar7 + 0x15;
        } while (iVar8 < *(int *)(iVar2 + 0x13f8));
      }
      (**(code **)(*random_valve + 4))(random_valve,0x3dcccccd,0x3e4ccccd);
      CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)ElectrocuteThink);
      return;
    }
  }
  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)