L L4D2node

CEnvWeaponfire::FireShot

0x008cd250 · 1299 bytes · __thiscall

_ZN14CEnvWeaponfire8FireShotEv

Decompiled

undefined (1 param)

/* CEnvWeaponfire::FireShot() */

void __thiscall CEnvWeaponfire::FireShot(CEnvWeaponfire *this)

{
  float fVar1;
  uint uVar2;
  CBaseEdict *this_00;
  float fVar3;
  float fVar4;
  bool bVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  undefined *puVar9;
  Vector *pVVar10;
  longdouble lVar11;
  longdouble lVar12;
  longdouble lVar13;
  float fVar14;
  float local_9c;
  float local_70;
  float local_6c;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  undefined4 local_44;
  float local_40;
  float local_3c;
  undefined4 local_38;
  Vector local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  iVar6 = CTerrorWeaponInfo::GetWeaponInfo(*(undefined4 *)(this + 0x478));
  local_9c = *(float *)(iVar6 + 0xc2c);
  fVar1 = *(float *)(iVar6 + 0xc30);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_70 = *(float *)(this + 0x2e0);
  local_6c = *(float *)(this + 0x2e4);
  local_68 = *(float *)(this + 0x2e8);
  iVar7 = RandomInt(0,4);
  pVVar10 = (Vector *)0x0;
  uVar2 = *(uint *)(this + 0x45c);
  if (iVar7 == 0) {
    if (((uVar2 != 0xffffffff) &&
        (puVar9 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar9 + 8) == uVar2 >> 0xc)) {
      pVVar10 = *(Vector **)(puVar9 + 4);
    }
    (**(code **)(*(int *)pVVar10 + 0x248))(&local_64,pVVar10,&local_70);
  }
  else {
    if (((uVar2 != 0xffffffff) &&
        (puVar9 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar9 + 8) == uVar2 >> 0xc)) {
      pVVar10 = *(Vector **)(puVar9 + 4);
    }
    (**(code **)(*(int *)pVVar10 + 0x244))(&local_64,pVVar10,&local_70,1);
  }
  local_64 = local_64 - local_70;
  local_60 = local_60 - local_6c;
  local_5c = local_5c - local_68;
  local_54 = 1.0 / SQRT(local_64 * local_64 + local_60 * local_60 + local_5c * local_5c);
  local_50 = local_5c * local_54;
  local_58 = local_64 * local_54;
  local_54 = local_60 * local_54;
  VectorAngles((Vector *)&local_58,(QAngle *)&local_4c);
  iVar7 = *(int *)(iVar6 + 0x9d8);
  if ((fVar1 == 0.0) || (local_9c == 0.0)) {
    local_9c = 1.0;
  }
  else {
    local_9c = local_9c / fVar1;
  }
  if (iVar7 == 1) {
    fVar14 = (float)*(int *)(this + 0x484) * *(float *)(iVar6 + 0xc10);
    lVar12 = (longdouble)RandomFloat(-fVar14,fVar14);
    local_48 = (float)lVar12 + local_48;
    lVar12 = (longdouble)RandomFloat(-fVar14,fVar14);
    local_4c = (float)lVar12 + local_4c;
  }
  else if (iVar7 < 1) {
    return;
  }
  bVar5 = true;
  iVar6 = 0;
  while( true ) {
    local_3c = local_48;
    local_38 = local_44;
    local_40 = local_4c;
    if ((bVar5) || (iVar7 < 2)) {
      AngleVectors((QAngle *)&local_40,local_34);
      pVVar10 = local_34;
      TraceShot((Vector *)&local_28);
      fVar4 = local_20;
      fVar3 = local_24;
      fVar14 = local_28;
      if ((bVar5) &&
         (((local_28 != *(float *)(this + 0x488) || (local_24 != *(float *)(this + 0x48c))) ||
          (local_20 != *(float *)(this + 0x490))))) {
        if (this[0x6c] == (CEnvWeaponfire)0x0) {
          this_00 = *(CBaseEdict **)(this + 0x30);
          if (this_00 != (CBaseEdict *)0x0) {
            *(uint *)this_00 = *(uint *)this_00 | 0x101;
            iVar8 = CBaseEdict::GetChangeAccessor(this_00);
            *(undefined2 *)(iVar8 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x488) = fVar14;
        *(float *)(this + 0x48c) = fVar3;
        *(float *)(this + 0x490) = fVar4;
      }
    }
    else {
      lVar11 = (longdouble)RandomFloat(-fVar1,fVar1,pVVar10);
      lVar12 = (longdouble)RandomFloat(0,0x43340000);
      lVar13 = (longdouble)(((float)lVar12 + (float)lVar12) * 0.017453292);
      lVar12 = (longdouble)fcos(lVar13);
      lVar13 = (longdouble)fsin(lVar13);
      local_40 = local_9c * (float)lVar11 * (float)lVar13 + local_40;
      local_3c = (float)lVar12 * (float)lVar11 + local_3c;
      AngleVectors((QAngle *)&local_40,local_34);
      pVVar10 = local_34;
      TraceShot((Vector *)&local_28);
    }
    if (iVar7 <= iVar6 + 1) break;
    iVar6 = iVar6 + 1;
    bVar5 = false;
  }
  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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Return-type handling cheatsheet (DHookReturn)