L L4D2node

CTEBeamSpline::Test

0x00af90d0 · 618 bytes · __thiscall

_ZN13CTEBeamSpline4TestERK6VectorRK6QAngle

Decompiled

undefined (3 params)

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

void __thiscall CTEBeamSpline::Test(CTEBeamSpline *this,Vector *param_1,QAngle *param_2)

{
  float fVar1;
  CTEBeamSpline *pCVar2;
  float fVar3;
  int iVar4;
  CTEBeamSpline *__s1;
  int iVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  undefined **local_3c [11];
  
  if (*(int *)(this + 0xcc) != 6) {
    *(undefined4 *)(this + 0xcc) = 6;
  }
  local_60 = *(float *)param_1;
  local_5c = *(float *)(param_1 + 4);
  local_58 = *(float *)(param_1 + 8);
  fVar6 = local_58 + 24.0;
  AngleVectors(param_2,(Vector *)&local_54,(Vector *)&local_48,(Vector *)0x0);
  local_4c = 0.0;
  VectorNormalize((Vector *)&local_54);
  fVar3 = local_4c;
  local_60 = local_54 * 100.0 + local_48 * -128.0 + local_60;
  fVar8 = local_4c * 100.0 + fVar6 + local_40 * -128.0;
  fVar6 = local_50 * 100.0 + local_44 * -128.0 + local_5c;
  local_5c = fVar6;
  local_58 = fVar8;
  if (0 < *(int *)(this + 0xcc)) {
    iVar5 = 0;
    pCVar2 = this;
    do {
      fVar1 = local_60;
      __s1 = pCVar2 + 0xc;
      local_5c = fVar6;
      local_58 = fVar8;
      iVar4 = memcmp(__s1,&local_60,0xc);
      if (iVar4 != 0) {
        *(float *)(pCVar2 + 0x10) = fVar6;
        *(float *)(pCVar2 + 0x14) = fVar8;
        *(float *)__s1 = fVar1;
      }
      iVar4 = *(int *)(this + 0xcc);
      iVar5 = iVar5 + 1;
      fVar1 = 30.0 / (float)iVar4;
      fVar7 = (float)(int)(0x80 / (longlong)iVar4);
      local_60 = local_48 * fVar7 + local_60 + local_54 * fVar1;
      fVar6 = local_50 * fVar1 + local_44 * fVar7 + fVar6;
      fVar8 = fVar1 * fVar3 + fVar7 * local_40 + fVar8;
      pCVar2 = __s1;
      local_5c = fVar6;
      local_58 = fVar8;
    } while (iVar5 < iVar4);
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00af9309 to 00af930d has its CatchHandler @ 00af933c */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
                    /* try { // try from 00af931f to 00af9321 has its CatchHandler @ 00af934e */
  (**(code **)(*(int *)this + 0x14))(this,(CRecipientFilter *)local_3c,0);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)