L L4D2node

CEnvWeaponfire::CEnvWeaponfire

0x008cc6d0 · 267 bytes · __thiscall

_ZN14CEnvWeaponfireC1Ev

Decompiled

undefined (1 param)

/* CEnvWeaponfire::CEnvWeaponfire() */

void __thiscall CEnvWeaponfire::CEnvWeaponfire(CEnvWeaponfire *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CEnvWeaponfire_00ce8d88;
  *(undefined4 *)(this + 0x45c) = 0xffffffff;
  *(undefined4 *)(this + 0x494) = 0xffffffff;
  this[0x440] = (CEnvWeaponfire)0x0;
  this[0x441] = (CEnvWeaponfire)0x0;
  *(undefined4 *)(this + 0x448) = 0x42200000;
  *(undefined4 *)(this + 0x44c) = 0x45610000;
  *(undefined4 *)(this + 0x444) = 3;
  if (*(int *)(this + 0x450) != 1) {
    if (this[0x6c] == (CEnvWeaponfire)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 008cc754 to 008cc7ba has its CatchHandler @ 008cc7f0 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x450) = 1;
  }
  *(undefined4 *)(this + 0x480) = 1;
  if (*(int *)(this + 0x484) != 0) {
    if (this[0x6c] == (CEnvWeaponfire)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(undefined4 *)(this + 0x484) = 0;
    }
    else {
      this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x484) = 0;
    }
  }
  *(undefined4 *)(this + 0x454) = 0x3f800000;
  *(undefined4 *)(this + 0x458) = 0;
  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)