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 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.