CCSGameMovement::CanUnduck
0x0042f390 · 1050 bytes · __thiscall
_ZN15CCSGameMovement9CanUnduckEv
Decompiled
undefined (1 param)
/* CCSGameMovement::CanUnduck() */
bool __thiscall CCSGameMovement::CanUnduck(CCSGameMovement *this)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
IHandleEntity *pIVar7;
int iVar8;
int iVar9;
undefined4 uVar10;
int iVar11;
float fVar12;
float fVar13;
float fVar14;
CTraceFilterSimple local_dc [16];
float local_cc;
float local_c8;
float local_c4;
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;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
Vector local_70 [12];
Vector local_64 [32];
float local_44;
char local_39;
iVar8 = *(int *)(this + 8);
fVar14 = *(float *)(iVar8 + 0x9c);
fVar12 = *(float *)(iVar8 + 0xa0);
fVar13 = *(float *)(iVar8 + 0xa4);
iVar8 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar8 == 0) {
iVar8 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar1 = *(float *)(iVar9 + 0x18);
fVar2 = *(float *)(iVar9 + 0x1c);
fVar3 = *(float *)(iVar9 + 0x20);
fVar4 = *(float *)(iVar8 + 0xc);
fVar5 = *(float *)(iVar8 + 0x10);
fVar6 = *(float *)(iVar8 + 0x14);
iVar8 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar14 = ((fVar1 - fVar4) - (*(float *)(iVar9 + 0x30) - *(float *)(iVar8 + 0x24))) * -0.5 +
fVar14;
fVar12 = ((fVar2 - fVar5) - (*(float *)(iVar9 + 0x34) - *(float *)(iVar8 + 0x28))) * -0.5 +
fVar12;
fVar13 = ((fVar3 - fVar6) - (*(float *)(iVar9 + 0x38) - *(float *)(iVar8 + 0x2c))) * -0.5 +
fVar13;
}
else {
iVar8 = (**(code **)(*g_pGameRules + 0x7c))();
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar14 = (fVar14 + *(float *)(iVar9 + 0x24)) - *(float *)(iVar8 + 0xc);
fVar12 = (fVar12 + *(float *)(iVar9 + 0x28)) - *(float *)(iVar8 + 0x10);
fVar13 = (fVar13 + *(float *)(iVar9 + 0x2c)) - *(float *)(iVar8 + 0x14);
}
pIVar7 = *(IHandleEntity **)(this + 4);
uVar10 = (**(code **)(*(int *)this + 0x40))(this,0,0);
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar11 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_8c = 0;
iVar8 = *(int *)(this + 8);
local_bc = fVar14 - *(float *)(iVar8 + 0x9c);
local_b8 = fVar12 - *(float *)(iVar8 + 0xa0);
local_b4 = fVar13 - *(float *)(iVar8 + 0xa4);
local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
local_9c = (*(float *)(iVar9 + 0x18) - *(float *)(iVar11 + 0xc)) * 0.5;
local_98 = (*(float *)(iVar9 + 0x1c) - *(float *)(iVar11 + 0x10)) * 0.5;
local_94 = (*(float *)(iVar9 + 0x20) - *(float *)(iVar11 + 0x14)) * 0.5;
local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
local_ac = (*(float *)(iVar9 + 0x18) + *(float *)(iVar11 + 0xc)) * 0.5;
local_cc = *(float *)(iVar8 + 0x9c) + local_ac;
local_a8 = (*(float *)(iVar9 + 0x1c) + *(float *)(iVar11 + 0x10)) * 0.5;
local_c8 = *(float *)(iVar8 + 0xa0) + local_a8;
local_a4 = (*(float *)(iVar9 + 0x20) + *(float *)(iVar11 + 0x14)) * 0.5;
local_ac = -local_ac;
local_a8 = -local_a8;
local_c4 = *(float *)(iVar8 + 0xa4) + local_a4;
local_a4 = -local_a4;
CTraceFilterSimple::CTraceFilterSimple(local_dc,pIVar7,8,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,uVar10,local_dc,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
}
return local_39 == '\0' && local_44 == 1.0;
}
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.