L L4D2node

UTIL_Bubbles

0x00b2d3b0 · 259 bytes · __cdecl

_Z12UTIL_BubblesRK6VectorS1_i

Decompiled

undefined (3 params)

/* UTIL_Bubbles(Vector const&, Vector const&, int) */

void UTIL_Bubbles(Vector *param_1,Vector *param_2,int param_3)

{
  float fVar1;
  longdouble lVar2;
  float local_48;
  float local_44;
  float local_40;
  undefined **local_3c [11];
  
  local_44 = (*(float *)(param_2 + 4) + *(float *)(param_1 + 4)) * 0.5;
  local_40 = (*(float *)(param_2 + 8) + *(float *)(param_1 + 8)) * 0.5;
  local_48 = (*(float *)param_2 + *(float *)param_1) * 0.5;
  lVar2 = (longdouble)UTIL_WaterLevel((Vector *)&local_48,local_40,local_40 + 1024.0);
  fVar1 = *(float *)(param_1 + 8);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CPASFilter_00bfaf28;
                    /* try { // try from 00b2d452 to 00b2d456 has its CatchHandler @ 00b2d4b3 */
  CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,(Vector *)&local_48);
                    /* try { // try from 00b2d499 to 00b2d49b has its CatchHandler @ 00b2d4c5 */
  (**(code **)(*(int *)te + 0x44))
            (te,(CRecipientFilter *)local_3c,0,param_1,param_2,(float)lVar2 - fVar1,
             g_sModelIndexBubbles,param_3,0x41000000);
  local_3c[0] = &PTR__CPASFilter_00bfaf28;
  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)