GetWindspeedAtLocation
0x0044b460 · 276 bytes · __cdecl
_Z22GetWindspeedAtLocationRK6Vector
Decompiled
undefined (1 param)
/* GetWindspeedAtLocation(Vector const&) */
void GetWindspeedAtLocation(Vector *param_1)
{
int *piVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
uint uVar5;
uint uVar6;
float fVar7;
float fVar8;
float fVar9;
float *in_stack_00000008;
uVar6 = (uint)DAT_00f79fc0;
if (uVar6 != 0xffff) {
uVar5 = uVar6;
do {
piVar1 = (int *)(s_windControllers + uVar5 * 8);
iVar2 = *piVar1;
fVar7 = *(float *)(iVar2 + 0x30) - *in_stack_00000008;
fVar9 = *(float *)(iVar2 + 0x34) - in_stack_00000008[1];
fVar8 = *(float *)(iVar2 + 0x38) - in_stack_00000008[2];
if (SQRT(fVar7 * fVar7 + fVar9 * fVar9 + fVar8 * fVar8) < (float)*(int *)(iVar2 + 0x14)) {
*(undefined4 *)param_1 = *(undefined4 *)(iVar2 + 0x48);
uVar3 = *(undefined4 *)(iVar2 + 0x50);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar2 + 0x4c);
*(undefined4 *)(param_1 + 8) = uVar3;
return;
}
uVar5 = (uint)*(ushort *)((int)piVar1 + 6);
} while (uVar5 != 0xffff);
piVar1 = (int *)(s_windControllers + uVar6 * 8);
iVar2 = *piVar1;
iVar4 = *(int *)(iVar2 + 0x14);
while( true ) {
if ((float)iVar4 == -1.0) {
*(undefined4 *)param_1 = *(undefined4 *)(iVar2 + 0x48);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar2 + 0x4c);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(iVar2 + 0x50);
return;
}
if (*(ushort *)((int)piVar1 + 6) == 0xffff) break;
piVar1 = (int *)(s_windControllers + (uint)*(ushort *)((int)piVar1 + 6) * 8);
iVar2 = *piVar1;
iVar4 = *(int *)(iVar2 + 0x14);
}
}
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
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.