CBaseCombatCharacter::GetGroundSurface
0x003ff690 · 634 bytes · __thiscall
_ZNK20CBaseCombatCharacter16GetGroundSurfaceEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::GetGroundSurface() const */
undefined4 __thiscall CBaseCombatCharacter::GetGroundSurface(CBaseCombatCharacter *this)
{
undefined4 uVar1;
float local_e4;
float local_e0;
float local_dc;
float local_d8;
float local_d4;
float local_d0;
CTraceFilterSimple local_cc [16];
float local_bc;
float local_b8;
float local_b4;
float local_ac;
float local_a8;
float local_a4;
float local_9c;
float local_98;
float local_94;
float local_8c;
float local_88;
float local_84;
undefined4 local_7c;
undefined1 local_78;
undefined1 local_77;
Vector local_60 [12];
Vector local_54 [32];
float local_34;
short local_20;
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
(Vector *)&local_e4,(Vector *)&local_d8);
local_7c = 0;
local_ac = -vec3_origin;
local_a8 = -DAT_01053d4c;
local_a4 = -64.0 - DAT_01053d50;
local_77 = local_a8 * local_a8 + local_ac * local_ac + local_a4 * local_a4 != 0.0;
local_8c = (local_d8 - local_e4) * 0.5;
local_88 = (local_d4 - local_e0) * 0.5;
local_84 = (local_d0 - local_dc) * 0.5;
local_9c = (local_d8 + local_e4) * 0.5;
local_98 = (local_d4 + local_e0) * 0.5;
local_78 = local_88 * local_88 + local_8c * local_8c + local_84 * local_84 < 1e-06;
local_b4 = (local_d0 + local_dc) * 0.5;
local_bc = vec3_origin + local_9c;
local_9c = -local_9c;
local_b8 = DAT_01053d4c + local_98;
local_98 = -local_98;
local_94 = -local_b4;
local_b4 = DAT_01053d50 + local_b4;
CTraceFilterSimple::CTraceFilterSimple
(local_cc,(IHandleEntity *)this,8,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x200400b,local_cc,local_60);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
}
uVar1 = 0;
if (local_34 != 1.0) {
uVar1 = (**(code **)(*physprops + 0x18))(physprops,(int)local_20);
}
return uVar1;
}
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.