L L4D2node

phys2_shoot

0x00803160 · 952 bytes · __cdecl

_ZL11phys2_shootRK8CCommand

Decompiled

undefined (1 param)

/* phys2_shoot(CCommand const&) */

void phys2_shoot(CCommand *param_1)

{
  CBaseEdict *this;
  CBasePlayer *this_00;
  CBaseEntity *this_01;
  int iVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float local_100;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_f0;
  float local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  undefined4 local_dc;
  undefined4 local_d8;
  float local_d4;
  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];
  undefined4 local_64;
  undefined4 local_60;
  float local_5c;
  float local_44;
  
  this_00 = (CBasePlayer *)UTIL_GetCommandClient();
  if (this_00 != (CBasePlayer *)0x0) {
    CBasePlayer::EyeVectors(this_00,(Vector *)&local_100,(Vector *)0x0,(Vector *)0x0);
    fVar3 = local_100 * 100.0;
    fVar5 = local_fc * 100.0;
    fVar4 = local_f8 * 100.0;
    (**(code **)(*(int *)this_00 + 0x234))(&local_e8,this_00);
    (**(code **)(*(int *)this_00 + 0x234))(&local_f4,this_00);
    local_8c = 0;
    local_88 = 1;
    local_cc = local_f4;
    local_c8 = local_f0;
    local_b8 = (fVar5 - local_f0) + local_e4;
    local_c4 = local_ec;
    local_b4 = (fVar4 - local_ec) + local_e0;
    local_bc = (fVar3 - local_f4) + local_e8;
    local_94 = 0;
    local_98 = 0;
    local_9c = 0;
    local_87 = local_b4 * local_b4 + local_b8 * local_b8 + local_bc * local_bc != 0.0;
    local_a4 = 0;
    local_a8 = 0;
    local_ac = 0;
    CTraceFilterSimple::CTraceFilterSimple
              ((CTraceFilterSimple *)&local_dc,(IHandleEntity *)this_00,0,
               (_func_bool_IHandleEntity_ptr_int *)0x0);
    (**(code **)(*enginetrace + 0x14))
              (enginetrace,(QAngle *)&local_cc,0x202420b,(CTraceFilterSimple *)&local_dc,local_70);
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,(Vector *)&local_64,0xff,0,0,true,-1.0);
    }
    local_e0 = *(float *)(g_cv_phys2_shoot_speed._28_4_ + 0x2c);
    local_e8 = local_100 * local_e0;
    local_dc = local_64;
    local_e4 = local_fc * local_e0;
    local_e0 = local_e0 * local_f8;
    local_d8 = local_60;
    local_d4 = local_5c;
    if (local_44 != 1.0) {
      local_d4 = local_5c + 24.0;
    }
    local_cc = 0.0;
    local_c8 = 0.0;
    local_c4 = 0.0;
    this_01 = (CBaseEntity *)
              CBaseEntity::CreateNoSpawn
                        ("prop_physics2",(Vector *)&local_dc,(QAngle *)&local_cc,(CBaseEntity *)0x0)
    ;
    *(char **)(this_01 + 0x260) = "models/props_plants/claypot03.mdl";
    CBaseEntity::DispatchUpdateTransmitState(this_01);
    iVar1 = (**(code **)(*soundemitterbase + 0x88))
                      (soundemitterbase,"models/props_plants/claypot03.mdl");
    if (iVar1 != *(int *)(this_01 + 0xf4)) {
      if (this_01[0x6c] == (CBaseEntity)0x0) {
        this = *(CBaseEdict **)(this_01 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
      }
      *(int *)(this_01 + 0xf4) = iVar1;
    }
    (**(code **)(*(int *)this_01 + 0x6c))(this_01);
    (**(code **)(*(int *)this_01 + 0x70))(this_01,"models/props_plants/claypot03.mdl");
    (**(code **)(*(int *)this_01 + 100))(this_01);
    (**(code **)(**(int **)(this_01 + 0x13f4) + 0x24))(*(int **)(this_01 + 0x13f4),&local_e8);
  }
  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)