L L4D2node

TE_ClientProjectile

0x00afd410 · 399 bytes · __cdecl

_Z19TE_ClientProjectileR16IRecipientFilterfPK6VectorS3_iiP11CBaseEntity

Decompiled

undefined (7 params)

/* TE_ClientProjectile(IRecipientFilter&, float, Vector const*, Vector const*, int, int,
   CBaseEntity*) */

void TE_ClientProjectile(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,
                        int param_5,int param_6,CBaseEntity *param_7)

{
  float fVar1;
  undefined4 *puVar2;
  undefined *puVar3;
  CBaseEntity *pCVar4;
  
  if (((*(float *)param_3 == (float)g_TEClientProjectile._12_4_) &&
      (*(float *)(param_3 + 4) == (float)g_TEClientProjectile._16_4_)) &&
     (*(float *)(param_3 + 8) == (float)g_TEClientProjectile._20_4_)) {
    fVar1 = *(float *)param_4;
  }
  else {
    g_TEClientProjectile._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TEClientProjectile._20_4_ = *(undefined4 *)(param_3 + 8);
    fVar1 = *(float *)param_4;
    g_TEClientProjectile._12_4_ = *(float *)param_3;
  }
  if (((fVar1 != (float)g_TEClientProjectile._24_4_) ||
      (*(float *)(param_4 + 4) != (float)g_TEClientProjectile._28_4_)) ||
     (*(float *)(param_4 + 8) != (float)g_TEClientProjectile._32_4_)) {
    g_TEClientProjectile._28_4_ = *(undefined4 *)(param_4 + 4);
    g_TEClientProjectile._32_4_ = *(undefined4 *)(param_4 + 8);
    g_TEClientProjectile._24_4_ = fVar1;
  }
  if (g_TEClientProjectile._36_4_ != param_5) {
    g_TEClientProjectile._36_4_ = param_5;
  }
  if (g_TEClientProjectile._40_4_ != param_6) {
    g_TEClientProjectile._40_4_ = param_6;
  }
  pCVar4 = (CBaseEntity *)0x0;
  if (((g_TEClientProjectile._44_4_ != -1) &&
      (puVar3 = g_pEntityList + (g_TEClientProjectile._44_4_ & 0xfff) * 0x10,
      puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == (uint)g_TEClientProjectile._44_4_ >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar3 + 4);
  }
  if (param_7 != pCVar4) {
    if (param_7 == (CBaseEntity *)0x0) {
      g_TEClientProjectile._44_4_ = 0xffffffff;
    }
    else {
      puVar2 = (undefined4 *)(**(code **)(*(int *)param_7 + 0xc))(param_7);
      g_TEClientProjectile._44_4_ = *puVar2;
    }
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEClientProjectile,param_1,param_2);
  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)