L L4D2node

CTerrorPlayer::DoBloodEffect

0x00995ef0 · 1026 bytes · __thiscall

_ZN13CTerrorPlayer13DoBloodEffectEfRK15CTakeDamageInfoRK6VectorP10CGameTrace

Decompiled

undefined (5 params)

/* CTerrorPlayer::DoBloodEffect(float, CTakeDamageInfo const&, Vector const&, CGameTrace*) */

void __thiscall
CTerrorPlayer::DoBloodEffect
          (CTerrorPlayer *this,float param_1,CTakeDamageInfo *param_2,Vector *param_3,
          CGameTrace *param_4)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  uint local_40;
  uint local_3c;
  uint local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar1 == 4) {
    return;
  }
  local_40 = *(uint *)param_3 ^ 0x80000000;
  local_3c = *(uint *)(param_3 + 4) ^ 0x80000000;
  local_38 = *(uint *)(param_3 + 8) ^ 0x80000000;
  VectorAngles((Vector *)&local_40,(QAngle *)&local_34);
  if (((byte)this[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
  }
  local_28 = *(undefined4 *)(this + 0x274);
  local_24 = *(undefined4 *)(this + 0x278);
  local_20 = *(undefined4 *)(this + 0x27c);
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar1 == 2) {
    DispatchParticleEffect
              ("blood_impact_survivor_01",*(undefined4 *)(param_4 + 0xc),
               *(undefined4 *)(param_4 + 0x10),*(undefined4 *)(param_4 + 0x14),local_28,local_24,
               local_20,local_34,local_30,local_2c,0,0,0xffffffff);
    return;
  }
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar1 != 3) {
    return;
  }
  iVar1 = (**(code **)(*(int *)this + 0x544))(this);
  if (iVar1 == 2) {
    CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
    DispatchParticleEffect
              ("blood_impact_boomer_01",*(undefined4 *)(param_4 + 0xc),
               *(undefined4 *)(param_4 + 0x10),*(undefined4 *)(param_4 + 0x14),local_28,local_24,
               local_20,local_34,local_30,local_2c,0,0,0xffffffff);
    return;
  }
  if (iVar1 < 3) {
    if (iVar1 == 1) {
      DispatchParticleEffect
                ("blood_impact_smoker_01",*(undefined4 *)(param_4 + 0xc),
                 *(undefined4 *)(param_4 + 0x10),*(undefined4 *)(param_4 + 0x14),local_28,local_24,
                 local_20,local_34,local_30,local_2c,0,0,0xffffffff);
      return;
    }
  }
  else {
    if (iVar1 == 3) {
      CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
      DispatchParticleEffect
                ("blood_impact_hunter_01",*(undefined4 *)(param_4 + 0xc),
                 *(undefined4 *)(param_4 + 0x10),*(undefined4 *)(param_4 + 0x14),local_28,local_24,
                 local_20,local_34,local_30,local_2c,0,0,0xffffffff);
      return;
    }
    if (iVar1 == 8) {
      CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
      uVar2 = *(undefined4 *)(param_4 + 0xc);
      uVar3 = *(undefined4 *)(param_4 + 0x10);
      uVar4 = *(undefined4 *)(param_4 + 0x14);
      if (*(int *)(ZombieHulkHasSpecialBlood._28_4_ + 0x30) != 0) {
        DispatchParticleEffect
                  ("blood_impact_tank_01",uVar2,uVar3,uVar4,local_28,local_24,local_20,local_34,
                   local_30,local_2c,0,0,0xffffffff);
        return;
      }
      goto LAB_009961dc;
    }
  }
  CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
  uVar2 = *(undefined4 *)(param_4 + 0xc);
  uVar3 = *(undefined4 *)(param_4 + 0x10);
  uVar4 = *(undefined4 *)(param_4 + 0x14);
LAB_009961dc:
  DispatchParticleEffect
            ("blood_impact_infected_01",uVar2,uVar3,uVar4,local_28,local_24,local_20,local_34,
             local_30,local_2c,0,0,0xffffffff);
  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)