L L4D2node

CEnvLaser::FireAtPoint

0x006859b0 · 142 bytes · __thiscall

_ZN9CEnvLaser11FireAtPointER10CGameTrace

Decompiled

undefined (2 params)

/* CEnvLaser::FireAtPoint(CGameTrace&) */

void __thiscall CEnvLaser::FireAtPoint(CEnvLaser *this,CGameTrace *param_1)

{
  Vector *pVVar1;
  Vector *pVVar2;
  
  pVVar1 = (Vector *)(param_1 + 0xc);
  CBeam::SetAbsEndPos((CBeam *)this,pVVar1);
  if (*(CBaseEntity **)(this + 0x4e8) != (CBaseEntity *)0x0) {
    UTIL_SetOrigin(*(CBaseEntity **)(this + 0x4e8),pVVar1,false);
  }
  if (*(float *)(this + 0x448) + 0.1 <= *(float *)(gpGlobals + 0xc)) {
    CBeam::BeamDamage((CBeam *)this,param_1);
    pVVar2 = (Vector *)CBeam::GetAbsStartPos((CBeam *)this);
    CBeam::DoSparks((CBeam *)this,pVVar2,pVVar1);
  }
  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)