L L4D2node

CEnvBeam::RandomPoint

0x00683c90 · 766 bytes · __thiscall

_ZN8CEnvBeam11RandomPointERK6Vector

Decompiled

undefined (2 params)

/* CEnvBeam::RandomPoint(Vector const&) */

void __thiscall CEnvBeam::RandomPoint(CEnvBeam *this,Vector *param_1)

{
  longdouble lVar1;
  longdouble lVar2;
  longdouble lVar3;
  int local_fc;
  float local_e8;
  float local_e4;
  float 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];
  float local_64;
  float local_60;
  float local_5c;
  float local_44;
  
  local_fc = 10;
  while( true ) {
    lVar1 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
    local_e8 = (float)lVar3;
    local_e4 = (float)lVar2;
    local_e0 = (float)lVar1;
    VectorNormalize((Vector *)&local_e8);
    local_b4 = *(float *)(this + 0x510);
    local_88 = 1;
    local_94 = 0;
    local_bc = local_e8 * local_b4;
    local_cc = *(undefined4 *)param_1;
    local_98 = 0;
    local_b8 = local_e4 * local_b4;
    local_c8 = *(undefined4 *)(param_1 + 4);
    local_9c = 0;
    local_b4 = local_b4 * local_e0;
    local_c4 = *(undefined4 *)(param_1 + 8);
    local_8c = 0;
    local_a4 = 0;
    local_a8 = 0;
    local_ac = 0;
    local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,(IHandleEntity *)this,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,(Vector *)&local_64,0xff,0,0,true,-1.0);
    }
    if ((*(float *)(this + 0x510) * 0.1 <=
         SQRT((local_64 - *(float *)param_1) * (local_64 - *(float *)param_1) +
              (local_60 - *(float *)(param_1 + 4)) * (local_60 - *(float *)(param_1 + 4)) +
              (local_5c - *(float *)(param_1 + 8)) * (local_5c - *(float *)(param_1 + 8)))) &&
       (local_44 != 1.0)) break;
    local_fc = local_fc + -1;
    if (local_fc == 0) {
      return;
    }
  }
  Zap(this,param_1,(Vector *)&local_64);
  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)