L L4D2node

CHLTVDirector::CreateShotFromEvent

0x006d9bf0 · 794 bytes · __thiscall

_ZN13CHLTVDirector19CreateShotFromEventEP10CGameEvent

Decompiled

undefined (2 params)

/* CHLTVDirector::CreateShotFromEvent(CGameEvent*) */

void __thiscall CHLTVDirector::CreateShotFromEvent(CHLTVDirector *this,CGameEvent *param_1)

{
  code *pcVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined4 uVar7;
  longdouble lVar8;
  float fVar9;
  int local_28;
  undefined4 local_24;
  
  pcVar2 = (char *)(**(code **)(**(int **)(param_1 + 8) + 8))(*(int **)(param_1 + 8));
  iVar3 = _V_strcmp("player_hurt",pcVar2);
  iVar4 = _V_strcmp("player_death",pcVar2);
  iVar5 = _V_strcmp("round_start",pcVar2);
  iVar6 = _V_strcmp("round_end",pcVar2);
  if ((iVar4 == 0) || (iVar3 == 0)) {
    iVar5 = (**(code **)(**(int **)(param_1 + 8) + 0x1c))(*(int **)(param_1 + 8),"userid",0);
    iVar5 = UTIL_PlayerByUserId(iVar5);
    iVar6 = (**(code **)(**(int **)(param_1 + 8) + 0x1c))(*(int **)(param_1 + 8),"attacker",0);
    local_28 = UTIL_PlayerByUserId(iVar6);
    if (iVar5 != 0) {
      if ((local_28 == 0) || (iVar5 == local_28)) {
        if (*(int *)(iVar5 + 0x30) == 0) {
          iVar3 = 0;
        }
        else {
          iVar3 = *(int *)(iVar5 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        (**(code **)(*(int *)this + 0x60))(this,iVar3,0,0x60,0x14,0,0);
      }
      else {
        if (((iVar4 == 0) && (lVar8 = (longdouble)RandomFloat(0,0x3f800000), 0.33 < (float)lVar8))
           || ((iVar3 == 0 && (lVar8 = (longdouble)RandomFloat(0,0x3f800000), 0.66 < (float)lVar8)))
           ) {
          lVar8 = (longdouble)RandomFloat(0,0x3f800000);
          local_24 = 1;
          fVar9 = 0.3;
        }
        else {
          lVar8 = (longdouble)RandomFloat(0,0x3f800000);
          fVar9 = 0.7;
          local_24 = 0;
        }
        iVar3 = iVar5;
        if ((float)lVar8 <= fVar9) {
          iVar3 = local_28;
          local_28 = iVar5;
        }
        pcVar1 = *(code **)(*(int *)this + 0x60);
        lVar8 = (longdouble)RandomFloat(0,0x3f800000);
        uVar7 = 0xffffffe2;
        if (0.5 < (float)lVar8) {
          uVar7 = 0x1e;
        }
        if (*(int *)(iVar3 + 0x30) == 0) {
          iVar3 = 0;
        }
        else {
          iVar3 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        if (*(int *)(local_28 + 0x30) == 0) {
          iVar4 = 0;
        }
        else {
          iVar4 = *(int *)(local_28 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        (*pcVar1)(this,iVar4,iVar3,0x60,0xffffffec,uVar7,local_24);
      }
      iVar3 = (int)(2.0 / *(float *)(gpGlobals + 0x1c) + 0.5) + *(int *)param_1;
      if (*(int *)(this + 0x38) < iVar3) {
        iVar3 = *(int *)(this + 0x38);
      }
      *(int *)(this + 0x38) = iVar3;
    }
    return;
  }
  if ((iVar6 != 0) && (iVar5 != 0)) {
    DevMsg("No known TV shot for event %s\n");
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x006d9ca6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x54))();
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)