CGib::InitGib
0x006d5440 · 828 bytes · __thiscall
_ZN4CGib7InitGibEP11CBaseEntityff
Decompiled
undefined (4 params)
/* CGib::InitGib(CBaseEntity*, float, float) */
void __thiscall CGib::InitGib(CGib *this,CBaseEntity *param_1,float param_2,float param_3)
{
float fVar1;
int *piVar2;
undefined4 uVar3;
int iVar4;
longdouble lVar5;
Vector local_4c [8];
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
undefined4 local_2c;
float local_28;
float local_24;
float local_20;
if (param_1 != (CBaseEntity *)0x0) {
local_28 = 1.0;
local_24 = 1.0;
local_20 = 1.0;
CCollisionProperty::RandomPointInBounds
((CCollisionProperty *)(param_1 + 0x194),(Vector *)&vec3_origin,(Vector *)&local_28,
local_4c);
local_44 = local_44 + 1.0;
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_4c);
local_40 = -g_vecAttackDir;
local_3c = -DAT_00fe36b8;
local_38 = -DAT_00fe36bc;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbe800000,0x3e800000);
local_40 = (float)lVar5 + local_40;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbe800000,0x3e800000);
local_3c = (float)lVar5 + local_3c;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbe800000,0x3e800000);
local_38 = (float)lVar5 + local_38;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,param_3,param_2);
local_34 = *(float *)(this + 0x280);
fVar1 = (float)lVar5;
local_30 = *(float *)(this + 0x284);
local_40 = local_40 * fVar1;
local_2c = *(undefined4 *)(this + 0x288);
local_3c = local_3c * fVar1;
local_38 = fVar1 * local_38;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x42c80000,0x43480000);
local_34 = (float)lVar5;
lVar5 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x42c80000,0x43960000);
local_30 = (float)lVar5;
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_34);
uVar3 = (**(code **)(*(int *)param_1 + 0x138))(param_1);
*(undefined4 *)(this + 0x1410) = uVar3;
AdjustVelocityBasedOnHealth(this,*(int *)(param_1 + 0x100),(Vector *)&local_40);
iVar4 = CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,2,0,0,0);
if (iVar4 == 0) {
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CBaseEntity::SetCollisionBounds
((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_40);
}
else {
piVar2 = *(int **)(this + 0x238);
if (piVar2 != (int *)0x0) {
iVar4 = rand();
local_28 = (float)iVar4 * 0.03051851 - 500.0;
iVar4 = rand();
local_24 = (float)iVar4 * 0.03051851 - 500.0;
iVar4 = rand();
local_20 = (float)iVar4 * 0.03051851 - 500.0;
(**(code **)(*piVar2 + 0xd8))(piVar2,(Vector *)&local_40,&local_28);
}
}
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,1);
}
LimitVelocity(this);
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.