L L4D2node

CHolidayGift::Create

0x008d15b0 · 807 bytes · __cdecl

_ZN12CHolidayGift6CreateERK6VectorRK6QAngleS5_S2_P20CBaseCombatCharacter

Decompiled

undefined (5 params)

/* CHolidayGift::Create(Vector const&, QAngle const&, QAngle const&, Vector const&,
   CBaseCombatCharacter*) */

CBaseEntity *
CHolidayGift::Create
          (Vector *param_1,QAngle *param_2,QAngle *param_3,Vector *param_4,
          CBaseCombatCharacter *param_5)

{
  CBaseEdict *this;
  CBaseEntity *this_00;
  int iVar1;
  uint uVar2;
  longdouble lVar3;
  float fVar4;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  this_00 = (CBaseEntity *)
            CBaseEntity::Create("holiday_gift",param_1,param_2,(CBaseEntity *)param_5);
  if (this_00 != (CBaseEntity *)0x0) {
    uVar2 = *(uint *)(this_00 + 0x148) | 0x40000000;
    if (*(uint *)(this_00 + 0x148) != uVar2) {
      if (this_00[0x6c] == (CBaseEntity)0x0) {
        this = *(CBaseEdict **)(this_00 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
      }
      *(uint *)(this_00 + 0x148) = uVar2;
    }
    AngleVectors(param_3,(Vector *)0x0,(Vector *)&local_4c,(Vector *)&local_40);
    local_34 = 0.0;
    local_30 = 0.0;
    local_2c = 0.0;
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0,0x3e800000);
    fVar4 = (float)lVar3;
    local_30 = local_3c * fVar4 + local_30;
    local_2c = local_38 * fVar4 + local_2c;
    local_34 = fVar4 * local_40 + local_34;
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbe800000,0x3e800000);
    fVar4 = (float)lVar3;
    local_30 = local_48 * fVar4 + local_30;
    local_2c = local_44 * fVar4 + local_2c;
    local_34 = fVar4 * local_4c + local_34;
    VectorNormalize((Vector *)&local_34);
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x42c80000,0x43160000);
    fVar4 = (float)lVar3;
    local_30 = local_30 * fVar4 + *(float *)(param_4 + 4);
    local_2c = local_2c * fVar4 + *(float *)(param_4 + 8);
    local_34 = fVar4 * local_34 + *(float *)param_4;
    fVar4 = SQRT(local_30 * local_30 + local_34 * local_34 + local_2c * local_2c);
    if (300.0 < fVar4) {
      fVar4 = 300.0 / fVar4;
      local_34 = local_34 * fVar4;
      local_30 = local_30 * fVar4;
      local_2c = local_2c * fVar4;
    }
    CBaseEntity::SetMoveType(this_00,5,0);
    local_24 = local_30 + local_30;
    local_28 = local_34 + local_34;
    local_20 = local_2c + local_2c + 200.0;
    CBaseEntity::SetAbsVelocity(this_00,(Vector *)&local_28);
    local_28 = 0.0;
    local_24 = 0.0;
    local_20 = 0.0;
    CBaseEntity::SetAbsAngles(this_00,(QAngle *)&local_28);
    CBaseAnimating::UseClientSideAnimation((CBaseAnimating *)this_00);
    iVar1 = CBaseAnimating::LookupSequence((CBaseAnimating *)this_00,"idle");
    CBaseAnimating::ResetSequence((CBaseAnimating *)this_00,iVar1);
    CBaseEntity::EmitSound(this_00,"Christmas.GiftDrop",0.0,(float *)0x0);
    CGlowProperty::SetGlowColorOverride((CGlowProperty *)(this_00 + 0x1f0),0xff00c000);
    CGlowProperty::SetGlowState((CGlowProperty *)(this_00 + 0x1f0),3);
    CItem::ActivateWhenAtRest((CItem *)this_00);
  }
  return this_00;
}

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)