L L4D2node

CEnvBeam::BeamUpdateVars

0x006840f0 · 1119 bytes · __thiscall

_ZN8CEnvBeam14BeamUpdateVarsEv

Decompiled

undefined (1 param)

/* CEnvBeam::BeamUpdateVars() */

void __thiscall CEnvBeam::BeamUpdateVars(CEnvBeam *this)

{
  CBaseEdict *pCVar1;
  undefined1 *puVar2;
  uint uVar3;
  char cVar4;
  char *pcVar5;
  CBaseEntity *this_00;
  CBaseEntity *this_01;
  int iVar6;
  undefined1 *puVar7;
  int iVar8;
  float fVar9;
  
  pcVar5 = *(char **)(this + 0x4ec);
  if (pcVar5 == (char *)0x0) {
    pcVar5 = "";
  }
  this_00 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar5,(CBaseEntity *)0x0,
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  pcVar5 = "";
  if (*(char **)(this + 0x4f0) != (char *)0x0) {
    pcVar5 = *(char **)(this + 0x4f0);
  }
  this_01 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar5,(CBaseEntity *)0x0,
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (this_01 == (CBaseEntity *)0x0) {
    return;
  }
  if (this_00 == (CBaseEntity *)0x0) {
    return;
  }
  if (*(int *)(this + 0x450) != 2) {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x450) = 2;
  }
  iVar6 = *(int *)(this + 0x500);
  if ((float)iVar6 <= 100.0) {
    iVar8 = 0;
    if (-1 < iVar6) {
      iVar8 = iVar6;
    }
    iVar6 = (int)(float)iVar8;
  }
  else {
    iVar6 = 100;
  }
  *(int *)(this + 0x500) = iVar6;
  if ((this == (CEnvBeam *)this_01) && (this != (CEnvBeam *)this_00)) {
    DevMsg(
          "env_beams cannot have the end entity be the beam itself\nunless the start entity is also the beam itself!\n"
          );
  }
  puVar2 = *(undefined1 **)(this + 0x508);
  *(undefined1 **)(this + 0x260) = puVar2;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  puVar7 = &DAT_00d539c2;
  if (puVar2 != (undefined1 *)0x0) {
    puVar7 = puVar2;
  }
  iVar6 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar7);
  if (iVar6 != *(int *)(this + 0xf4)) {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar8 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar8 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0xf4) = iVar6;
  }
  (**(code **)(*(int *)this + 0x24))(this,*(undefined4 *)(this + 0x4e8));
  CBeam::SetType((CBeam *)this,1);
  cVar4 = IsStaticPointEntity(this_00);
  if (cVar4 == '\0') {
    CBeam::SetStartEntity((CBeam *)this,this_00);
    cVar4 = IsStaticPointEntity(this_01);
  }
  else {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    CBeam::SetAbsStartPos((CBeam *)this,(Vector *)(this_00 + 0x2e0));
    cVar4 = IsStaticPointEntity(this_01);
  }
  if (cVar4 == '\0') {
    CBeam::SetEndEntity((CBeam *)this,this_01);
  }
  else {
    if (((byte)this_01[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_01);
    }
    CBeam::SetAbsEndPos((CBeam *)this,(Vector *)(this_01 + 0x2e0));
  }
  CBeam::RelinkBeam((CBeam *)this);
  fVar9 = *(float *)(this + 0x4f8);
  if (102.3 <= fVar9) {
    fVar9 = 102.3;
  }
  if (fVar9 != *(float *)(this + 0x4b0)) {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x4b0) = fVar9;
  }
  fVar9 = *(float *)(this + 0x4fc);
  if (64.0 <= fVar9) {
    fVar9 = 64.0;
  }
  if (fVar9 != *(float *)(this + 0x4c0)) {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x4c0) = fVar9;
  }
  iVar6 = *(int *)(this + 0x50c);
  if ((float)iVar6 != *(float *)(this + 0x4c4)) {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar8 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar8 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x4c4) = (float)iVar6;
  }
  iVar6 = *(int *)(this + 0x500);
  if ((float)iVar6 == *(float *)(this + 0x4c8)) {
    uVar3 = *(uint *)(this + 0x148);
  }
  else {
    if (this[0x6c] == (CEnvBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar8 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar8 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
    }
    uVar3 = *(uint *)(this + 0x148);
    *(float *)(this + 0x4c8) = (float)iVar6;
  }
  if ((uVar3 & 0x80) != 0) {
    CBeam::SetBeamFlags((CBeam *)this,0x40);
    return;
  }
  if ((uVar3 & 0x100) != 0) {
    CBeam::SetBeamFlags((CBeam *)this,0x80);
    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)