CFire::StartFire
0x006a02c0 · 1012 bytes · __thiscall
_ZN5CFire9StartFireEv
Decompiled
undefined (1 param)
/* CFire::StartFire() */
void __thiscall CFire::StartFire(CFire *this)
{
CBaseEdict *pCVar1;
int iVar2;
uint uVar3;
undefined *puVar4;
uint uVar5;
uint uVar6;
float fVar7;
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];
float local_64;
undefined4 local_60;
undefined4 local_5c;
uVar5 = *(uint *)(this + 0x440);
if ((((uVar5 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar5 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
uVar5 = *(uint *)(this + 0x148);
if ((uVar5 & 0x10) == 0) {
if (((byte)this[0x14d] & 8) == 0) {
local_c4 = *(float *)(this + 0x2e8);
local_bc = 0.0;
local_b4 = local_c4 - 1024.0;
fVar7 = 0.0;
local_cc = *(float *)(this + 0x2e0);
local_c8 = *(float *)(this + 0x2e4);
local_b8 = 0.0;
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_c4 = *(float *)(this + 0x2e8);
local_cc = *(float *)(this + 0x2e0);
local_c8 = *(float *)(this + 0x2e4);
local_b4 = local_c4 - 1024.0;
if (((byte)this[0x14d] & 8) == 0) {
local_bc = 0.0;
fVar7 = local_bc;
local_b8 = local_bc;
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_bc = local_cc - *(float *)(this + 0x2e0);
local_c4 = *(float *)(this + 0x2e8);
local_b8 = local_c8 - *(float *)(this + 0x2e4);
fVar7 = local_b8 * local_b8 + local_bc * local_bc;
local_cc = *(float *)(this + 0x2e0);
local_c8 = *(float *)(this + 0x2e4);
}
}
local_b4 = local_b4 - local_c4;
local_87 = local_b4 * local_b4 + fVar7 != 0.0;
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_88 = 1;
local_8c = 0;
local_a4 = 0;
local_a8 = 0;
local_ac = 0;
CTraceFilterSimple::CTraceFilterSimple
(local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x4003,local_dc,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,(Vector *)&local_64,0xff,0,0,true,-1.0);
}
uVar5 = *(uint *)(this + 0x148);
local_cc = local_64;
local_c8 = (float)local_60;
local_c4 = (float)local_5c;
}
else {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
uVar5 = *(uint *)(this + 0x148);
}
local_cc = *(float *)(this + 0x2e0);
local_c8 = *(float *)(this + 0x2e4);
local_c4 = *(float *)(this + 0x2e8);
}
uVar6 = uVar5 | 4;
uVar3 = uVar5;
if (uVar6 != uVar5) {
if (this[0x6c] == (CFire)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CFire)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar6;
uVar3 = uVar6;
}
Init(this,(Vector *)&local_cc,*(float *)(this + 0x458),*(float *)(this + 0x474),
(float)*(int *)(this + 0x100),uVar3,*(int *)(this + 0x448));
Start(this);
if (*(uint *)(this + 0x148) != uVar5) {
if (this[0x6c] == (CFire)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CFire)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar5;
}
}
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.