L L4D2node

CWaterBullet::Touch

0x00b5dad0 · 868 bytes · __cdecl

_ZN12CWaterBullet5TouchEP11CBaseEntity

Decompiled

undefined (1 param)

/* CWaterBullet::Touch(CBaseEntity*) */

void CWaterBullet::Touch(CBaseEntity *param_1)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_d0;
  float local_c8;
  float local_c4;
  float local_c0;
  float local_bc;
  float local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [72];
  
  if (((byte)param_1[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity(param_1);
  }
  local_c8 = *(float *)(param_1 + 0x274);
  local_c4 = *(float *)(param_1 + 0x278);
  local_c0 = *(float *)(param_1 + 0x27c);
  lVar1 = (longdouble)VectorNormalize((Vector *)&local_c8);
  fVar2 = (float)lVar1;
  local_bc = local_c8 * 8.0;
  local_b8 = local_c4 * 8.0;
  local_b4 = local_c0 * 8.0;
  if (((byte)param_1[0x14d] & 8) == 0) {
    local_d0 = local_c8 * fVar2;
    fVar4 = local_c4 * fVar2;
    local_bc = *(float *)(param_1 + 0x2e0) - local_bc;
    fVar2 = fVar2 * local_c0;
    fVar5 = *(float *)(param_1 + 0x2e0);
    local_b8 = *(float *)(param_1 + 0x2e4) - local_b8;
    fVar6 = *(float *)(param_1 + 0x2e8);
    local_b4 = fVar6 - local_b4;
    fVar3 = *(float *)(param_1 + 0x2e4);
  }
  else {
    CBaseEntity::CalcAbsolutePosition(param_1);
    fVar5 = *(float *)(param_1 + 0x2e0);
    local_bc = fVar5 - local_bc;
    fVar3 = *(float *)(param_1 + 0x2e4);
    local_b8 = fVar3 - local_b8;
    fVar6 = *(float *)(param_1 + 0x2e8);
    local_b4 = fVar6 - local_b4;
    local_d0 = local_c8 * fVar2;
    fVar4 = local_c4 * fVar2;
    fVar2 = fVar2 * local_c0;
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
      fVar5 = *(float *)(param_1 + 0x2e0);
      fVar3 = *(float *)(param_1 + 0x2e4);
      fVar6 = *(float *)(param_1 + 0x2e8);
    }
  }
  local_78 = 1;
  local_7c = 0;
  local_ac = (fVar5 + local_d0) - local_bc;
  local_a4 = (fVar2 + fVar6) - local_b4;
  local_a8 = (fVar4 + fVar3) - local_b8;
  local_84 = 0;
  local_88 = 0;
  local_8c = 0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  local_77 = local_ac * local_ac + local_a4 * local_a4 + local_a8 * local_a8 != 0.0;
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x46004003,0,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
  }
  UTIL_ImpactTrace((CGameTrace *)local_60,2,(char *)0x0);
  UTIL_Remove(param_1);
  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)