Boomer::DoBloodEffect
0x00a64690 · 461 bytes · __thiscall
_ZN6Boomer13DoBloodEffectEfRK15CTakeDamageInfoRK6VectorP10CGameTrace
Decompiled
undefined (5 params)
/* Boomer::DoBloodEffect(float, CTakeDamageInfo const&, Vector const&, CGameTrace*) */
void __thiscall
Boomer::DoBloodEffect
(Boomer *this,float param_1,CTakeDamageInfo *param_2,Vector *param_3,CGameTrace *param_4)
{
float fVar1;
int iVar2;
undefined4 uVar3;
longdouble lVar4;
char *pcVar5;
char *local_34 [4];
char *local_24;
char *local_20;
CTerrorPlayer::DoBloodEffect((CTerrorPlayer *)this,param_1,param_2,param_3,param_4);
if (((byte)param_2[0x48] & 2) != 0) {
lVar4 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x432c) <= (float)lVar4) {
lVar4 = (longdouble)RandomFloat(0x3e4ccccd,0x3f333333);
fVar1 = (float)lVar4;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar1 != *(float *)(this + 0x432c)) {
(**(code **)(*(int *)(this + 0x4324) + 4))(this + 0x4324,this + 0x432c);
*(float *)(this + 0x432c) = (float)lVar4 + fVar1;
}
if (fVar1 != *(float *)(this + 0x4328)) {
(**(code **)(*(int *)(this + 0x4324) + 4))(this + 0x4324,this + 0x4328);
*(float *)(this + 0x4328) = fVar1;
}
local_34[2] = "leak_belly_tl";
local_34[3] = "leak_belly_bl";
local_24 = "leak_belly_tr";
local_20 = "leak_belly_br";
local_34[0] = "leak_head_l";
local_34[1] = "leak_head_r";
if (*(int *)(this + 0x4018) == 1) {
iVar2 = *(int *)(param_4 + 0x44);
if (iVar2 == 2) {
RandomInt(0,0);
pcVar5 = "leak_chest";
}
else if (iVar2 == 3) {
iVar2 = RandomInt(0,3);
pcVar5 = local_34[iVar2 + 2];
}
else {
if (iVar2 != 1) {
return;
}
iVar2 = RandomInt(0,1);
pcVar5 = local_34[iVar2];
}
uVar3 = CBaseAnimating::LookupAttachment((CBaseAnimating *)this,pcVar5);
DispatchParticleEffect("blood_impact_arterial_spray",5,this,uVar3,0,0xffffffff);
}
}
}
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.