L L4D2node

CBloodSplat::Think

0x007aaaa0 · 781 bytes · __thiscall

_ZN11CBloodSplat5ThinkEv

Decompiled

undefined (1 param)

/* CBloodSplat::Think() */

void __thiscall CBloodSplat::Think(CBloodSplat *this)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  IHandleEntity *pIVar4;
  float local_e8;
  float local_e4;
  float local_e0;
  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];
  Vector local_64 [84];
  
  if (*(int *)(g_Language._28_4_ + 0x30) != 1) {
    uVar1 = *(uint *)(this + 0x220);
    if ((((uVar1 == 0xffffffff) ||
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
       ((pIVar4 = *(IHandleEntity **)(puVar3 + 4), pIVar4 == (IHandleEntity *)0x0 ||
        (cVar2 = (**(code **)(*(int *)pIVar4 + 0x16c))(pIVar4), cVar2 == '\0')))) {
      pIVar4 = (IHandleEntity *)0x0;
    }
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_e8);
    if (((byte)this[0x14d] & 8) == 0) {
      local_cc = *(float *)(this + 0x2e0);
      local_c8 = *(float *)(this + 0x2e4);
      local_c4 = *(float *)(this + 0x2e8);
      local_bc = local_e8 * 128.0 + local_cc;
      local_b8 = local_e4 * 128.0 + local_c8;
      local_b4 = local_e0 * 128.0 + local_c4;
    }
    else {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      local_cc = *(float *)(this + 0x2e0);
      local_c8 = *(float *)(this + 0x2e4);
      local_bc = local_e8 * 128.0 + local_cc;
      local_c4 = *(float *)(this + 0x2e8);
      local_b8 = local_e4 * 128.0 + local_c8;
      local_b4 = local_e0 * 128.0 + local_c4;
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        local_cc = *(float *)(this + 0x2e0);
        local_c8 = *(float *)(this + 0x2e4);
        local_c4 = *(float *)(this + 0x2e8);
      }
    }
    local_bc = local_bc - local_cc;
    local_b4 = local_b4 - local_c4;
    local_b8 = local_b8 - local_c8;
    local_8c = 0;
    local_88 = 1;
    local_94 = 0;
    local_98 = 0;
    local_87 = local_bc * local_bc + local_b4 * local_b4 + local_b8 * local_b8 != 0.0;
    local_9c = 0;
    local_a4 = 0;
    local_a8 = 0;
    local_ac = 0;
    CTraceFilterSimple::CTraceFilterSimple
              (local_dc,pIVar4,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
    (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_dc,local_70);
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
    }
    UTIL_BloodDecalTrace((CGameTrace *)local_70,0);
  }
  UTIL_Remove((CBaseEntity *)this);
  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)