CTEMetalSparks::Test
0x00af4d40 · 296 bytes · __thiscall
_ZN14CTEMetalSparks4TestERK6VectorRK6QAngle
Decompiled
undefined (3 params)
/* CTEMetalSparks::Test(Vector const&, QAngle const&) */
void __thiscall CTEMetalSparks::Test(CTEMetalSparks *this,Vector *param_1,QAngle *param_2)
{
float fVar1;
float local_48;
float local_44;
float local_40;
undefined **local_3c [11];
if (((*(float *)param_1 != *(float *)(this + 0xc)) ||
(*(float *)(param_1 + 4) != *(float *)(this + 0x10))) ||
(*(float *)(param_1 + 8) != *(float *)(this + 0x14))) {
*(float *)(this + 0xc) = *(float *)param_1;
*(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 8);
}
AngleVectors(param_2,(Vector *)(this + 0x18));
fVar1 = *(float *)(this + 0x14) + 24.0;
if (*(float *)(this + 0x14) != fVar1) {
*(float *)(this + 0x14) = fVar1;
}
AngleVectors(param_2,(Vector *)&local_48);
local_40 = 0.0;
VectorNormalize((Vector *)&local_48);
*(float *)(this + 0xc) = local_48 * 100.0 + *(float *)(this + 0xc);
*(float *)(this + 0x10) = local_44 * 100.0 + *(float *)(this + 0x10);
*(float *)(this + 0x14) = local_40 * 100.0 + *(float *)(this + 0x14);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 00af4e1a to 00af4e1e has its CatchHandler @ 00af4e6e */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
/* try { // try from 00af4e30 to 00af4e32 has its CatchHandler @ 00af4e80 */
(**(code **)(*(int *)this + 0x14))(this,(CRecipientFilter *)local_3c,0);
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
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.