L L4D2node

CEnvLaser::StrikeThink

0x00685a40 · 570 bytes · __thiscall

_ZN9CEnvLaser11StrikeThinkEv

Decompiled

undefined (1 param)

/* CEnvLaser::StrikeThink() */

void __thiscall CEnvLaser::StrikeThink(CEnvLaser *this)

{
  char *pcVar1;
  CBaseEntity *this_00;
  float *pfVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float 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];
  Vector local_64 [84];
  
  pcVar1 = "";
  if (*(char **)(this + 0x4e4) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x4e4);
  }
  this_00 = (CBaseEntity *)CBeam::RandomTargetname((CBeam *)this,pcVar1);
  pfVar2 = (float *)CBeam::GetAbsEndPos((CBeam *)this);
  fVar5 = *pfVar2;
  fVar4 = pfVar2[1];
  fVar3 = pfVar2[2];
  if (this_00 != (CBaseEntity *)0x0) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    fVar5 = *(float *)(this_00 + 0x2e0);
    fVar4 = *(float *)(this_00 + 0x2e4);
    fVar3 = *(float *)(this_00 + 0x2e8);
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_cc = *(float *)(this + 0x2e0);
  local_8c = 0;
  local_c8 = *(float *)(this + 0x2e4);
  local_88 = 1;
  local_bc = fVar5 - local_cc;
  local_c4 = *(float *)(this + 0x2e8);
  local_b8 = fVar4 - local_c8;
  local_b4 = fVar3 - local_c4;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
  local_a4 = 0;
  local_a8 = 0;
  local_ac = 0;
  CTraceFilterSimple::CTraceFilterSimple
            (local_dc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x200400b,local_dc,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
  }
  FireAtPoint(this,(CGameTrace *)local_70);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)