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 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.