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 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.