L L4D2node

CTESpriteSpray::Test

0x00b06f80 · 557 bytes · __thiscall

_ZN14CTESpriteSpray4TestERK6VectorRK6QAngle

Decompiled

undefined (3 params)

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

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

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  undefined **local_2c [8];
  
  if (g_sModelIndexSmoke != *(int *)(this + 0x24)) {
    *(int *)(this + 0x24) = g_sModelIndexSmoke;
  }
  if (*(float *)(this + 0x2c) != 0.8) {
    *(undefined4 *)(this + 0x2c) = 0x3f4ccccd;
  }
  if (*(int *)(this + 0x30) != 5) {
    *(undefined4 *)(this + 0x30) = 5;
  }
  if (*(int *)(this + 0x28) != 0x1e) {
    *(undefined4 *)(this + 0x28) = 0x1e;
  }
  if (((*(float *)param_1 != *(float *)(this + 0xc)) ||
      (*(float *)(param_1 + 4) != *(float *)(this + 0x10))) ||
     (fVar5 = *(float *)(this + 0x14), fVar5 != *(float *)(param_1 + 8))) {
    *(float *)(this + 0xc) = *(float *)param_1;
    *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 4);
    fVar5 = *(float *)(param_1 + 8);
    *(float *)(this + 0x14) = fVar5;
  }
  *(float *)(this + 0x14) = fVar5 + 24.0;
  AngleVectors(param_2,(Vector *)&local_44,(Vector *)&local_38,(Vector *)0x0);
  local_3c = 0.0;
  VectorNormalize((Vector *)&local_44);
  piVar1 = random_valve;
  *(float *)(this + 0xc) = local_44 * 50.0 + local_38 * -25.0 + *(float *)(this + 0xc);
  *(float *)(this + 0x10) = local_40 * 50.0 + local_34 * -25.0 + *(float *)(this + 0x10);
  *(float *)(this + 0x14) = local_3c * 50.0 + local_30 * -25.0 + *(float *)(this + 0x14);
  iVar2 = (**(code **)(*piVar1 + 8))(piVar1,0,100);
  iVar3 = (**(code **)(*random_valve + 8))(random_valve,0xffffff9c,100);
  iVar4 = (**(code **)(*random_valve + 8))(random_valve,0xffffff9c,100);
  if ((((float)iVar4 != *(float *)(this + 0x18)) || ((float)iVar3 != *(float *)(this + 0x1c))) ||
     ((float)iVar2 != *(float *)(this + 0x20))) {
    *(float *)(this + 0x18) = (float)iVar4;
    *(float *)(this + 0x1c) = (float)iVar3;
    *(float *)(this + 0x20) = (float)iVar2;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00b07149 to 00b0714d has its CatchHandler @ 00b071b7 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 00b0715f to 00b07161 has its CatchHandler @ 00b071c9 */
  (**(code **)(*(int *)this + 0x14))(this,(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)