CTriggerHurt::HurtEntity
0x00b20850 · 1430 bytes · __thiscall
_ZN12CTriggerHurt10HurtEntityEP11CBaseEntityf
Decompiled
undefined (3 params)
/* WARNING: Removing unreachable block (ram,0x00b2092f) */
/* WARNING: Removing unreachable block (ram,0x00b208e2) */
/* WARNING: Removing unreachable block (ram,0x00b20e14) */
/* WARNING: Removing unreachable block (ram,0x00b20e0d) */
/* CTriggerHurt::HurtEntity(CBaseEntity*, float) */
char __thiscall CTriggerHurt::HurtEntity(CTriggerHurt *this,CBaseEntity *param_1,float param_2)
{
CTriggerHurt *pCVar1;
float fVar2;
float fVar3;
float fVar4;
char cVar5;
int iVar6;
float *pfVar7;
matrix3x4_t *pmVar8;
undefined4 *puVar9;
int iVar10;
uint uVar11;
char local_ad;
float local_a0;
float local_9c;
float local_98;
float local_94;
float local_90;
float local_8c;
float local_88;
float local_84;
float local_80;
float local_7c;
float local_78;
float local_74;
float local_70;
float local_6c;
float local_68;
if ((param_1[0x105] == (CBaseEntity)0x0) ||
(local_ad = (**(code **)(*(int *)this + 0x34c))(this,param_1), local_ad == '\0')) {
local_ad = '\0';
}
else {
if (param_2 < 0.0) {
(**(code **)(*(int *)param_1 + 0x128))(param_1,-param_2,*(undefined4 *)(this + 0x580));
}
else {
pCVar1 = this + 0x194;
if ((AllocTempVector()::s_vecTemp == '\0') &&
(iVar6 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar6 != 0)) {
__cxa_guard_release(&AllocTempVector()::s_vecTemp);
}
if ((AllocTempVector()::s_nIndex == '\0') &&
(iVar6 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar6 != 0)) {
AllocTempVector()::s_nIndex = 0;
__cxa_guard_release(&AllocTempVector()::s_nIndex);
}
uVar11 = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
LOCK();
UNLOCK();
iVar6 = uVar11 * 0xc;
AllocTempVector()::s_nIndex = uVar11;
if ((AllocTempVector()::s_vecTemp == '\0') &&
(iVar10 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar10 != 0)) {
__cxa_guard_release(&AllocTempVector()::s_vecTemp);
}
if ((AllocTempVector()::s_nIndex == '\0') &&
(iVar10 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar10 != 0)) {
AllocTempVector()::s_nIndex = 0;
__cxa_guard_release(&AllocTempVector()::s_nIndex);
}
AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
LOCK();
UNLOCK();
iVar10 = AllocTempVector()::s_nIndex * 0xc;
*(float *)(AllocTempVector()::s_vecTemp + iVar10) =
(*(float *)(this + 0x1a8) - *(float *)(this + 0x19c)) * 0.5 + *(float *)(this + 0x19c);
*(float *)(AllocTempVector()::s_vecTemp + iVar10 + 4) =
(*(float *)(this + 0x1ac) - *(float *)(this + 0x1a0)) * 0.5 + *(float *)(this + 0x1a0);
*(float *)(AllocTempVector()::s_vecTemp + iVar10 + 8) =
(*(float *)(this + 0x1b0) - *(float *)(this + 0x1a4)) * 0.5 + *(float *)(this + 0x1a4);
if (((((byte)this[0x1b4] & 0x40) == 0) && (((byte)this[0x1b6] & 0xfd) != 0)) &&
((pfVar7 = (float *)(**(code **)(*(int *)(this + 0x194) + 0x24))(pCVar1),
vec3_angle != *pfVar7 || ((DAT_01053d40 != pfVar7[1] || (DAT_01053d44 != pfVar7[2])))))) {
pmVar8 = (matrix3x4_t *)(**(code **)(*(int *)(this + 0x194) + 0x28))(pCVar1);
VectorTransform((float *)(AllocTempVector()::s_vecTemp + iVar10),pmVar8,
(float *)(AllocTempVector()::s_vecTemp + iVar6));
}
else {
pfVar7 = (float *)(**(code **)(*(int *)(this + 0x194) + 0x20))(pCVar1);
*(float *)(AllocTempVector()::s_vecTemp + iVar6) =
*pfVar7 + *(float *)(AllocTempVector()::s_vecTemp + iVar10);
*(float *)(AllocTempVector()::s_vecTemp + iVar6 + 4) =
pfVar7[1] + *(float *)(AllocTempVector()::s_vecTemp + iVar10 + 4);
*(float *)(AllocTempVector()::s_vecTemp + iVar6 + 8) =
pfVar7[2] + *(float *)(AllocTempVector()::s_vecTemp + iVar10 + 8);
}
iVar6 = uVar11 * 0xc;
local_a0 = *(float *)(AllocTempVector()::s_vecTemp + iVar6);
local_9c = *(float *)(AllocTempVector()::s_vecTemp + iVar6 + 4);
local_98 = *(float *)(AllocTempVector()::s_vecTemp + iVar6 + 8);
CCollisionProperty::CalcNearestPoint
((CCollisionProperty *)(param_1 + 0x194),(Vector *)&local_a0,(Vector *)&local_94);
CTakeDamageInfo::CTakeDamageInfo
((CTakeDamageInfo *)&local_7c,(CBaseEntity *)this,(CBaseEntity *)this,param_2,
*(int *)(this + 0x580),0);
local_70 = local_94;
local_6c = local_90;
local_68 = local_8c;
if (this[0x588] == (CTriggerHurt)0x0) {
fVar2 = *(float *)(this + 0x58c);
if (fVar2 == vec3_origin) {
if (DAT_01053d4c == *(float *)(this + 0x590)) {
fVar3 = DAT_01053d4c;
fVar4 = *(float *)(this + 0x594);
if (*(float *)(this + 0x594) == DAT_01053d50) {
local_88 = local_94 - local_a0;
local_84 = local_90 - local_9c;
local_80 = local_8c - local_98;
GuessDamageForce((CTakeDamageInfo *)&local_7c,(Vector *)&local_88,(Vector *)&local_94,
1.0);
fVar2 = local_7c;
fVar3 = local_78;
fVar4 = local_74;
}
}
else {
fVar3 = *(float *)(this + 0x590);
fVar4 = *(float *)(this + 0x594);
}
}
else {
fVar3 = *(float *)(this + 0x590);
fVar4 = *(float *)(this + 0x594);
}
}
else {
local_7c = vec3_origin;
local_78 = DAT_01053d4c;
local_74 = DAT_01053d50;
fVar2 = local_7c;
fVar3 = local_78;
fVar4 = local_74;
}
local_74 = fVar4;
local_78 = fVar3;
local_7c = fVar2;
CBaseEntity::TakeDamage(param_1,(CTakeDamageInfo *)&local_7c);
}
cVar5 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar5 == '\0') {
COutputEvent::FireOutput((COutputEvent *)(this + 0x5a0),param_1,(CBaseEntity *)this,0.0);
}
else {
COutputEvent::FireOutput((COutputEvent *)(this + 0x5b8),param_1,(CBaseEntity *)this,0.0);
}
local_7c = -NAN;
puVar9 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_7c = (float)*puVar9;
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x5d0),*(int *)(this + 0x5dc),(CHandle *)&local_7c);
}
return local_ad;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.