L L4D2node

CEnvWeaponfire::EstablishTarget

0x008ccc00 · 460 bytes · __thiscall

_ZN14CEnvWeaponfire15EstablishTargetEv

Decompiled

undefined (1 param)

/* CEnvWeaponfire::EstablishTarget() */

undefined4 __thiscall CEnvWeaponfire::EstablishTarget(CEnvWeaponfire *this)

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  uint uVar5;
  uint *puVar6;
  CBaseEntity *pCVar7;
  undefined *puVar8;
  int iVar9;
  
  pCVar7 = (CBaseEntity *)0x0;
  uVar5 = *(uint *)(this + 0x45c);
  if (((uVar5 != 0xffffffff) &&
      (puVar8 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar8 + 8) == uVar5 >> 0xc)) {
    pCVar7 = *(CBaseEntity **)(puVar8 + 4);
  }
  uVar3 = IsValidTarget(this,pCVar7);
  if ((char)uVar3 != '\0') {
    return uVar3;
  }
  iVar9 = 1;
  *(undefined4 *)(this + 0x45c) = 0xffffffff;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      pCVar7 = (CBaseEntity *)UTIL_PlayerByIndex(iVar9);
      if (((((pCVar7 != (CBaseEntity *)0x0) && (*(int *)(pCVar7 + 0x30) != 0)) &&
           ((*(int *)(pCVar7 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0 &&
            ((cVar2 = (**(code **)(*(int *)pCVar7 + 0x16c))(pCVar7), cVar2 != '\0' &&
             (*(int *)(pCVar7 + 0x1f6c) != 2)))))) &&
          (iVar4 = (**(code **)(*(int *)pCVar7 + 0x148))(pCVar7), iVar4 == 0)) &&
         (cVar2 = IsValidTarget(this,pCVar7), cVar2 != '\0')) goto LAB_008ccd28;
      iVar9 = iVar9 + 1;
    } while (iVar9 <= *(int *)(gpGlobals + 0x14));
  }
  iVar9 = TheNextBots();
  uVar5 = (uint)*(ushort *)(iVar9 + 0x10);
  if (uVar5 != 0xffff) {
    iVar4 = *(int *)(iVar9 + 4);
    do {
      piVar1 = *(int **)(iVar4 + uVar5 * 8);
      pCVar7 = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
      cVar2 = IsValidTarget(this,pCVar7);
      if (cVar2 != '\0') {
        if (pCVar7 != (CBaseEntity *)0x0) {
LAB_008ccd28:
          puVar6 = (uint *)(**(code **)(*(int *)pCVar7 + 0xc))(pCVar7);
          puVar8 = g_pEntityList;
          uVar5 = *puVar6;
          *(uint *)(this + 0x45c) = uVar5;
          if (uVar5 == 0xffffffff) {
            return uVar3;
          }
          puVar8 = puVar8 + (uVar5 & 0xfff) * 0x10;
          if (puVar8 == (undefined *)0xfffffffc) {
            return uVar3;
          }
          if (*(uint *)(puVar8 + 8) != uVar5 >> 0xc) {
            return uVar3;
          }
          return CONCAT31((int3)((uint)*(int *)(puVar8 + 4) >> 8),*(int *)(puVar8 + 4) != 0);
        }
        break;
      }
      iVar4 = *(int *)(iVar9 + 4);
      uVar5 = (uint)*(ushort *)(iVar4 + 6 + uVar5 * 8);
    } while (uVar5 != 0xffff);
  }
  *(undefined4 *)(this + 0x45c) = 0xffffffff;
  return uVar3;
}

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)