L L4D2node

CTriggerWind::WindThink

0x00b14610 · 700 bytes · __thiscall

_ZN12CTriggerWind9WindThinkEv

Decompiled

undefined (1 param)

/* CTriggerWind::WindThink() */

void __thiscall CTriggerWind::WindThink(CTriggerWind *this)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  longdouble lVar6;
  float fVar7;
  float fVar8;
  CTriggerWind *pCVar9;
  code *pcVar10;
  undefined4 uVar11;
  char *pcVar12;
  int local_28;
  undefined1 local_24 [20];
  
  pcVar12 = "WindThinkContext";
  fVar7 = *(float *)(gpGlobals + 0xc) + 0.1;
  pcVar10 = WindThink;
  uVar11 = 0;
  pCVar9 = this;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)WindThink);
  piVar2 = random_valve;
  if (this[0x474] == (CTriggerWind)0x0) {
    iVar1 = *(int *)(this + 0x458);
    iVar3 = *(int *)(this + 0x454);
    uVar5 = iVar1 - iVar3 >> 0x1f;
    if (5.0 < (float)(int)((iVar1 - iVar3 ^ uVar5) - uVar5)) {
      fVar8 = 5.0;
      if (iVar1 <= iVar3) {
        fVar8 = -5.0;
      }
      iVar4 = *(int *)(this + 0x468);
      *(int *)(this + 0x454) = (int)(fVar8 + (float)iVar3);
      local_28 = *(int *)(this + 0x464);
      uVar5 = iVar4 - local_28 >> 0x1f;
      if ((float)(int)((iVar4 - local_28 ^ uVar5) - uVar5) <= 5.0) goto LAB_00b147c1;
    }
    else {
      local_28 = *(int *)(this + 0x464);
      iVar4 = *(int *)(this + 0x468);
      uVar5 = iVar4 - local_28 >> 0x1f;
      if ((float)(int)((iVar4 - local_28 ^ uVar5) - uVar5) <= 5.0) {
        *(int *)(this + 0x454) = iVar1;
        iVar1 = *(int *)(this + 0x46c);
        lVar6 = (longdouble)
                (**(code **)(*random_valve + 4))
                          (random_valve,(float)-*(int *)(this + 0x470),(float)*(int *)(this + 0x470)
                          );
        pcVar12 = "WindThinkContext";
        pcVar10 = WindThink;
        uVar11 = 0;
        fVar7 = (float)lVar6 + (float)iVar1;
        pCVar9 = this;
        CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)WindThink);
        iVar1 = *(int *)(this + 0x454);
        this[0x474] = (CTriggerWind)0x1;
        goto joined_r0x00b147c9;
      }
    }
    pCVar9 = (CTriggerWind *)(float)local_28;
    pcVar10 = (code *)0x40a00000;
    lVar6 = (longdouble)ApproachAngle((float)iVar4,(float)pCVar9,5.0);
    *(int *)(this + 0x464) = (int)lVar6;
  }
  else {
    this[0x474] = (CTriggerWind)0x0;
    iVar1 = *(int *)(this + 0x44c);
    iVar3 = (**(code **)(*piVar2 + 8))
                      (piVar2,-*(int *)(this + 0x450),*(int *)(this + 0x450),uVar11,fVar7,pcVar12);
    piVar2 = random_valve;
    pcVar10 = *(code **)(this + 0x460);
    *(int *)(this + 0x458) = iVar1 + iVar3;
    iVar1 = *(int *)(this + 0x45c);
    pCVar9 = (CTriggerWind *)-(int)pcVar10;
    iVar3 = (**(code **)(*piVar2 + 8))(piVar2,pCVar9,pcVar10);
    *(int *)(this + 0x468) =
         (int)((float)((int)((float)(iVar1 + iVar3) * 182.04445) & 0xffff) * 0.005493164);
  }
LAB_00b147c1:
  iVar1 = *(int *)(this + 0x454);
joined_r0x00b147c9:
  if (iVar1 != 0) {
    (**(code **)(**(int **)(this + 0x478) + 0x20))
              (*(int **)(this + 0x478),pCVar9,pcVar10,uVar11,fVar7,pcVar12);
  }
  *(undefined4 *)(this + 0x480) = *(undefined4 *)(this + 0x464);
  if (this[0x440] != (CTriggerWind)0x0) {
    *(undefined4 *)(this + 0x484) = 0;
    return;
  }
  *(float *)(this + 0x484) = (float)*(int *)(this + 0x454);
  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)