CCSGameMovement::ComputeSpeeds
0x004304b0 · 385 bytes · __thiscall
_ZN15CCSGameMovement13ComputeSpeedsEv
Decompiled
undefined (1 param)
/* CCSGameMovement::ComputeSpeeds() */
void __thiscall CCSGameMovement::ComputeSpeeds(CCSGameMovement *this)
{
int iVar1;
int iVar2;
bool bVar3;
longdouble lVar4;
float fVar5;
float fVar6;
float local_14;
iVar2 = *(int *)(this + 4);
if (*(byte *)(iVar2 + 0x186) == 1) {
return;
}
if ((*(byte *)(iVar2 + 0x186) & 0xfd) == 8) {
return;
}
iVar1 = *(int *)(this + 8);
fVar5 = *(float *)(iVar1 + 0x34) * *(float *)(iVar1 + 0x34) +
*(float *)(iVar1 + 0x2c) * *(float *)(iVar1 + 0x2c) +
*(float *)(iVar1 + 0x30) * *(float *)(iVar1 + 0x30);
fVar6 = *(float *)(iVar1 + 0x3c);
if (fVar6 != 0.0) {
if (*(float *)(iVar1 + 0x38) <= fVar6) {
fVar6 = *(float *)(iVar1 + 0x38);
}
*(float *)(iVar1 + 0x38) = fVar6;
iVar2 = *(int *)(this + 4);
}
if (*(int *)(iVar2 + 0x217c) == 0) {
local_14 = 1.0;
}
else {
local_14 = *(float *)(*(int *)(iVar2 + 0x217c) + 0x44);
}
lVar4 = (longdouble)CGameMovement::ComputeConstraintSpeedFactor((CGameMovement *)this);
fVar6 = (float)lVar4;
if (local_14 <= (float)lVar4) {
fVar6 = local_14;
}
lVar4 = (longdouble)(**(code **)(*(int *)this + 0x120))(this);
bVar3 = g_bMovementOptimizations == '\0';
*(float *)(*(int *)(this + 8) + 0x38) =
(float)lVar4 * *(float *)(*(int *)(this + 8) + 0x38) * fVar6;
if (bVar3) {
fVar5 = SQRT(fVar5);
if (fVar5 == 0.0) {
return;
}
iVar2 = *(int *)(this + 8);
if (fVar5 <= *(float *)(iVar2 + 0x38)) {
return;
}
fVar5 = *(float *)(iVar2 + 0x38) / fVar5;
}
else {
if (fVar5 == 0.0) {
return;
}
iVar2 = *(int *)(this + 8);
fVar6 = *(float *)(iVar2 + 0x38);
if (fVar5 <= fVar6 * fVar6) {
return;
}
fVar5 = fVar6 / SQRT(fVar5);
}
*(float *)(iVar2 + 0x2c) = *(float *)(iVar2 + 0x2c) * fVar5;
*(float *)(*(int *)(this + 8) + 0x30) = *(float *)(*(int *)(this + 8) + 0x30) * fVar5;
*(float *)(*(int *)(this + 8) + 0x34) = fVar5 * *(float *)(*(int *)(this + 8) + 0x34);
return;
}
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.