CGib::BounceGibTouch
0x006d3d70 · 802 bytes · __cdecl
_ZN4CGib14BounceGibTouchEP11CBaseEntity
Decompiled
undefined (1 param)
/* CGib::BounceGibTouch(CBaseEntity*) */
void CGib::BounceGibTouch(CBaseEntity *param_1)
{
char cVar1;
int iVar2;
float fVar3;
CTraceFilterSimple local_dc [16];
undefined4 local_cc;
undefined4 local_c8;
float local_c4;
undefined4 local_bc;
undefined4 local_b8;
undefined4 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;
float local_70;
float local_6c;
float local_68;
Vector local_64 [84];
if (*(int *)(param_1 + 0x238) == 0) {
if (((byte)param_1[0x150] & 1) != 0) {
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(param_1);
}
local_70 = *(float *)(param_1 + 0x274) * 0.9;
local_6c = *(float *)(param_1 + 0x278) * 0.9;
local_68 = *(float *)(param_1 + 0x27c) * 0.9;
CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_70);
local_6c = *(float *)(param_1 + 0x3ac);
local_70 = 0.0;
local_68 = 0.0;
CBaseEntity::SetLocalAngles(param_1,(QAngle *)&local_70);
CBaseEntity::SetLocalAngularVelocity(param_1,(QAngle *)&vec3_angle);
return;
}
cVar1 = UTIL_IsLowViolence();
if (((cVar1 == '\0') && (0 < *(int *)(param_1 + 0x13f8))) && (*(int *)(param_1 + 0x1410) != -1))
{
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
local_bc = 0;
local_cc = *(undefined4 *)(param_1 + 0x2e0);
local_b8 = 0;
local_c4 = *(float *)(param_1 + 0x2e8) + 8.0;
local_b4 = 0xc1c00000;
local_c8 = *(undefined4 *)(param_1 + 0x2e4);
local_87 = 1;
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_8c = 0;
local_88 = 1;
local_a4 = 0;
local_a8 = 0;
local_ac = 0;
CTraceFilterSimple::CTraceFilterSimple
(local_dc,(IHandleEntity *)param_1,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_dc,(Vector *)&local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine((Vector *)&local_70,local_64,0xff,0,0,true,-1.0);
}
UTIL_BloodDecalTrace((CGameTrace *)&local_70,*(int *)(param_1 + 0x1410));
*(int *)(param_1 + 0x13f8) = *(int *)(param_1 + 0x13f8) + -1;
}
if (*(int *)(param_1 + 0x13fc) != 10) {
iVar2 = (**(code **)(*random_valve + 8))(random_valve,0,2);
if (iVar2 == 0) {
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(param_1);
}
if (ABS(*(float *)(param_1 + 0x27c)) * 0.0022222223 <= 1.0) {
fVar3 = ABS(*(float *)(param_1 + 0x27c)) * 0.0022222223 * 0.8;
}
else {
fVar3 = 0.8;
}
iVar2 = 0;
if (*(int *)(param_1 + 0x30) != 0) {
iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CBreakable::MaterialSoundRandom(iVar2,*(undefined4 *)(param_1 + 0x13fc),fVar3);
}
}
}
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.