L L4D2node

CPointSpotlight::SpotlightUpdate

0x007de6e0 · 1415 bytes · __thiscall

_ZN15CPointSpotlight15SpotlightUpdateEv

Decompiled

undefined (1 param)

/* CPointSpotlight::SpotlightUpdate() */

void __thiscall CPointSpotlight::SpotlightUpdate(CPointSpotlight *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  undefined *puVar4;
  CBaseEntity *pCVar5;
  longdouble lVar6;
  float fVar7;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  uVar1 = *(uint *)(this + 0x46c);
  if ((((uVar1 == 0xffffffff) ||
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
    if (this[0x440] == (CPointSpotlight)0x0) {
      return;
    }
    SpotlightCreate(this);
  }
  else if (this[0x440] == (CPointSpotlight)0x0) {
    SpotlightDestroy(this);
    return;
  }
  uVar1 = *(uint *)(this + 0x470);
  if (((uVar1 == 0xffffffff) ||
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
     ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))) {
    DevWarning("**Attempting to update point_spotlight but target ent is NULL\n");
    SpotlightDestroy(this);
    SpotlightCreate(this);
    uVar1 = *(uint *)(this + 0x470);
    if (((uVar1 == 0xffffffff) ||
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))) {
      return;
    }
  }
  pCVar5 = (CBaseEntity *)0x0;
  SpotlightCurrentPos();
  uVar1 = *(uint *)(this + 0x470);
  *(float *)(this + 0x450) = local_28;
  *(float *)(this + 0x454) = local_24;
  puVar3 = g_pEntityList;
  *(float *)(this + 0x458) = local_20;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar5 = *(CBaseEntity **)(puVar3 + 4);
  }
  if (((byte)pCVar5[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(pCVar5);
    local_28 = *(float *)(this + 0x450);
    local_24 = *(float *)(this + 0x454);
    local_20 = *(float *)(this + 0x458);
  }
  local_30 = local_24 - *(float *)(pCVar5 + 0x2e4);
  local_2c = local_20 - *(float *)(pCVar5 + 0x2e8);
  local_34 = local_28 - *(float *)(pCVar5 + 0x2e0);
  fVar7 = SQRT(local_30 * local_30 + local_2c * local_2c + local_34 * local_34);
  if (1.0 <= fVar7) {
    local_28 = local_34;
    local_24 = local_30;
    local_20 = local_2c;
    VectorNormalize((Vector *)&local_28);
    fVar7 = fVar7 * 10.0;
    local_28 = local_28 * fVar7;
    local_24 = local_24 * fVar7;
    local_20 = fVar7 * local_20;
    if (200.0 < SQRT(local_24 * local_24 + local_28 * local_28 + local_20 * local_20)) {
      VectorNormalize((Vector *)&local_28);
      local_28 = local_28 * 200.0;
      local_24 = local_24 * 200.0;
      local_20 = local_20 * 200.0;
      VectorNormalize((Vector *)&local_34);
      pCVar5 = (CBaseEntity *)0x0;
      uVar1 = *(uint *)(this + 0x470);
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        pCVar5 = *(CBaseEntity **)(puVar3 + 4);
      }
      CBaseEntity::SetAbsOrigin(pCVar5,(Vector *)(this + 0x450));
    }
    uVar1 = *(uint *)(this + 0x470);
    pCVar5 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar3 + 4);
    }
    CBaseEntity::SetAbsVelocity(pCVar5,(Vector *)&local_28);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    puVar3 = g_pEntityList;
    uVar1 = *(uint *)(this + 0x470);
    iVar2 = 0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      iVar2 = *(int *)(puVar4 + 4);
    }
    *(undefined4 *)(iVar2 + 0x454) = *(undefined4 *)(this + 0x2e0);
    *(undefined4 *)(iVar2 + 0x458) = *(undefined4 *)(this + 0x2e4);
    *(undefined4 *)(iVar2 + 0x45c) = *(undefined4 *)(this + 0x2e8);
    uVar1 = *(uint *)(this + 0x470);
    if (((uVar1 == 0xffffffff) ||
        (puVar4 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
      pCVar5 = (CBaseEntity *)0x0;
    }
    else {
      pCVar5 = *(CBaseEntity **)(puVar4 + 4);
    }
    if (((byte)pCVar5[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(pCVar5);
      puVar3 = g_pEntityList;
    }
    *(float *)(pCVar5 + 0x448) = *(float *)(pCVar5 + 0x2e0) - *(float *)(pCVar5 + 0x454);
    *(float *)(pCVar5 + 0x44c) = *(float *)(pCVar5 + 0x2e4) - *(float *)(pCVar5 + 0x458);
    *(float *)(pCVar5 + 0x450) = *(float *)(pCVar5 + 0x2e8) - *(float *)(pCVar5 + 0x45c);
    uVar1 = *(uint *)(this + 0x470);
    if (((uVar1 == 0xffffffff) ||
        (puVar3 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
      iVar2 = 0;
    }
    else {
      iVar2 = *(int *)(puVar3 + 4);
    }
    lVar6 = (longdouble)VectorNormalize((Vector *)(iVar2 + 0x448));
    *(float *)(this + 0x478) = (float)lVar6 * 0.4 + *(float *)(this + 0x478) * 0.6;
    ComputeRenderInfo(this);
    return;
  }
  uVar1 = *(uint *)(this + 0x470);
  pCVar5 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar5 = *(CBaseEntity **)(puVar3 + 4);
  }
  CBaseEntity::SetAbsVelocity(pCVar5,(Vector *)&vec3_origin);
  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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