L L4D2node

CTEBeamLaser::Test

0x00af7310 · 268 bytes · __cdecl

_ZN12CTEBeamLaser4TestERK6VectorRK6QAngle

Decompiled

undefined (2 params)

/* CTEBeamLaser::Test(Vector const&, QAngle const&) */

void CTEBeamLaser::Test(Vector *param_1,QAngle *param_2)

{
  undefined **local_2c [8];
  
  if (*(int *)(param_1 + 0x48) != 1) {
    *(undefined4 *)(param_1 + 0x48) = 1;
  }
  if (*(int *)(param_1 + 0x4c) != 0) {
    *(undefined4 *)(param_1 + 0x4c) = 0;
  }
  if (g_sModelIndexSmoke != *(int *)(param_1 + 0xc)) {
    *(int *)(param_1 + 0xc) = g_sModelIndexSmoke;
  }
  if (*(int *)(param_1 + 0x14) != 0) {
    *(undefined4 *)(param_1 + 0x14) = 0;
  }
  if (*(int *)(param_1 + 0x18) != 10) {
    *(undefined4 *)(param_1 + 0x18) = 10;
  }
  if (*(float *)(param_1 + 0x1c) != 2.0) {
    *(undefined4 *)(param_1 + 0x1c) = 0x40000000;
  }
  if (*(float *)(param_1 + 0x20) != 1.0) {
    *(undefined4 *)(param_1 + 0x20) = 0x3f800000;
  }
  if (*(float *)(param_1 + 0x2c) != 1.0) {
    *(undefined4 *)(param_1 + 0x2c) = 0x3f800000;
  }
  if (*(int *)(param_1 + 0x30) != 0x7f) {
    *(undefined4 *)(param_1 + 0x30) = 0x7f;
  }
  if (*(int *)(param_1 + 0x34) != 0x3f) {
    *(undefined4 *)(param_1 + 0x34) = 0x3f;
  }
  if (*(int *)(param_1 + 0x38) != 0) {
    *(undefined4 *)(param_1 + 0x38) = 0;
  }
  if (*(int *)(param_1 + 0x3c) != 0x96) {
    *(undefined4 *)(param_1 + 0x3c) = 0x96;
  }
  if (*(int *)(param_1 + 0x40) != 1) {
    *(undefined4 *)(param_1 + 0x40) = 1;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00af73ed to 00af73f1 has its CatchHandler @ 00af741c */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 00af7403 to 00af7405 has its CatchHandler @ 00af742e */
  (**(code **)(*(int *)param_1 + 0x14))(param_1,(CRecipientFilter *)local_2c,0);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)