z_decals
0x00a0d350 · 985 bytes · __cdecl
_ZL8z_decalsRK8CCommand
Decompiled
undefined (1 param)
/* WARNING: Type propagation algorithm not settling */
/* z_decals(CCommand const&) */
void z_decals(CCommand *param_1)
{
CBaseEntity *pCVar1;
int iVar2;
int iVar3;
int iVar4;
int in_GS_OFFSET;
longdouble lVar5;
CBaseEntity *pCVar6;
int aiStack_324 [132];
int local_114;
int *local_110;
float local_10c;
float local_108;
float local_104;
int local_100;
undefined4 local_fc;
undefined4 local_f8;
undefined4 local_f4;
undefined4 local_f0;
undefined4 local_ec;
undefined4 local_e8;
float local_e4;
float local_e0;
float local_dc;
float local_d8;
float local_d4;
float local_d0;
float local_cc;
float local_c8;
float local_c4;
float local_bc;
float local_b8;
float local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
CGameTrace local_74 [44];
float local_48;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pCVar6 = (CBaseEntity *)0x0;
while (pCVar6 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar6),
pCVar6 != (CBaseEntity *)0x0) {
pCVar1 = (CBaseEntity *)__dynamic_cast(pCVar6,&CBaseEntity::typeinfo,&Infected::typeinfo,0);
if (pCVar1 != (CBaseEntity *)0x0) {
iVar3 = 0;
do {
iVar4 = iVar3;
iVar3 = iVar4 + 1;
aiStack_324[iVar3] = (int)pCVar1;
pCVar6 = pCVar1;
do {
pCVar6 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar6);
local_100 = iVar4;
if (pCVar6 == (CBaseEntity *)0x0) goto LAB_00a0d3e0;
pCVar1 = (CBaseEntity *)
__dynamic_cast(pCVar6,&CBaseEntity::typeinfo,&Infected::typeinfo,0);
} while (pCVar1 == (CBaseEntity *)0x0);
} while( true );
}
}
iVar3 = 0;
Msg("No infected to decal.\n");
local_100 = -1;
LAB_00a0d3e0:
iVar4 = 0;
local_114 = iVar3;
local_110 = aiStack_324 + 1;
do {
while( true ) {
iVar3 = RandomInt(0,local_100);
iVar3 = local_110[iVar3];
if (iVar3 != 0) break;
LAB_00a0d685:
iVar4 = iVar4 + 1;
if (0x18 < iVar4) goto LAB_00a0d68a;
}
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(iVar3 + 0x194),(Vector *)(iVar3 + 0x19c),
(Vector *)(iVar3 + 0x1a8),(Vector *)&local_fc,(Vector *)&local_f0);
lVar5 = (longdouble)RandomFloat(local_fc,local_f0);
local_104 = (float)lVar5;
lVar5 = (longdouble)RandomFloat(local_f8,local_ec);
local_108 = (float)lVar5;
lVar5 = (longdouble)RandomFloat(local_f4,local_e8);
local_10c = (float)lVar5;
iVar2 = rand();
local_e4 = (float)iVar2 * 0.0054933317 - 90.0;
iVar2 = rand();
local_e0 = (float)iVar2 * 0.0054933317 - 90.0;
iVar2 = rand();
local_dc = (float)iVar2 * 0.0054933317 - 90.0;
AngleVectors((QAngle *)&local_e4,(Vector *)&local_d8);
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_a4 = 0;
local_bc = local_d8 * 600.0;
local_a8 = 0;
local_b8 = local_d4 * 600.0;
local_ac = 0;
local_b4 = local_d0 * 600.0;
local_88 = 1;
local_8c = 0;
local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
local_cc = local_d8 * -300.0 + local_104;
local_104 = local_10c;
local_c8 = local_108 + local_d4 * -300.0;
local_c4 = local_10c + local_d0 * -300.0;
(**(code **)(*enginetrace + 0x10))
(enginetrace,&local_cc,0xffffffff,(CCollisionProperty *)(iVar3 + 0x194),local_74);
if (local_48 != 1.0) {
UTIL_ImpactTrace(local_74,0x40,(char *)0x0);
goto LAB_00a0d685;
}
} while (iVar4 < 0x19);
LAB_00a0d68a:
Msg("%d decals painted on %d zombies.\n",iVar4,local_114);
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.