L L4D2node

CFourWheelVehiclePhysics::PlaceWheelDust

0x006aab50 · 530 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics14PlaceWheelDustEib.part.19

Decompiled

undefined (3 params)

/* CFourWheelVehiclePhysics::PlaceWheelDust(int, bool) [clone .part.19] */

void __thiscall
CFourWheelVehiclePhysics::PlaceWheelDust(CFourWheelVehiclePhysics *this,int param_1,bool param_2)

{
  int in_EAX;
  int iVar1;
  char in_CL;
  longdouble lVar2;
  undefined4 uVar3;
  float local_88;
  float local_84;
  float local_80;
  CEffectData local_7c [12];
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  float local_64;
  float local_60;
  float local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  float local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined2 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined1 local_24;
  undefined1 local_23;
  
  uVar3 = 0;
  (**(code **)(**(int **)(in_EAX + 0x24) + 0x24))(*(int **)(in_EAX + 0x24));
  iVar1 = rand();
  local_88 = (float)iVar1 * 6.103702e-05 - 1.0;
  iVar1 = rand();
  local_84 = (float)iVar1 * 6.103702e-05 - 1.0;
  iVar1 = rand();
  local_80 = (float)iVar1 * 6.103702e-05 - 1.0;
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3e99999a,0x3f800000,uVar3);
  local_80 = (float)lVar2;
  VectorNormalize((Vector *)&local_88);
  if (in_CL == '\0') {
    if (*(float *)(in_EAX + 0x48) != 5.0) {
      local_44 = ((float)*(int *)(in_EAX + 0x28) - 5.0) / (*(float *)(in_EAX + 0x48) - 5.0);
      if (1.0 <= local_44) {
        local_44 = 1.0;
      }
      if (local_44 <= 0.0) {
        local_44 = 0.0;
      }
      if (local_44 == 0.0) {
        return;
      }
      goto LAB_006aac50;
    }
    if ((float)*(int *)(in_EAX + 0x28) < 5.0) {
      return;
    }
  }
  local_44 = 1.0;
LAB_006aac50:
  local_24 = 0;
  local_34 = 0;
  local_70 = 0;
  local_64 = local_88;
  local_6c = 0;
  local_60 = local_84;
  local_68 = 0;
  local_58 = 0;
  local_54 = 0;
  local_50 = 0;
  local_4c = 0;
  local_48 = 0;
  local_38 = 0;
  local_40 = 0;
  local_3c = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_23 = 0;
  local_5c = local_80;
  DispatchEffect("WheelDust",local_7c);
  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.



        

        

          

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