CEnvWindShared::WindThink
0x0044bc30 · 672 bytes · __thiscall
_ZN14CEnvWindShared9WindThinkEf
Decompiled
undefined (2 params)
/* CEnvWindShared::WindThink(float) */
longdouble __thiscall CEnvWindShared::WindThink(CEnvWindShared *this,float param_1)
{
CEnvWindShared *pCVar1;
float fVar2;
int iVar3;
int iVar4;
longdouble lVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
undefined4 local_28;
float local_24;
undefined4 local_20;
ComputeWindVariation(this,param_1);
fVar8 = *(float *)(this + 0xb0);
while( true ) {
fVar9 = fVar8 - *(float *)(this + 0xac);
fVar7 = *(float *)(this + 0x44);
fVar10 = param_1 - *(float *)(this + 0xac);
fVar6 = fVar10;
if (fVar9 <= fVar10) {
fVar6 = fVar9;
}
fVar2 = *(float *)(this + 0xb4);
if (fVar2 <= fVar7) {
if (fVar2 < fVar7) {
fVar7 = fVar7 - fVar6 * 15.0;
if (fVar7 <= fVar2) {
fVar7 = fVar2;
}
*(float *)(this + 0x44) = fVar7;
}
}
else {
fVar7 = fVar6 * 150.0 + fVar7;
if (fVar2 <= fVar7) {
fVar7 = fVar2;
}
*(float *)(this + 0x44) = fVar7;
}
if (fVar10 <= fVar9) break;
*(float *)(this + 0xac) = fVar8;
pCVar1 = this + 200;
if (this[0xb8] == (CEnvWindShared)0x0) {
iVar4 = CUniformRandomStream::RandomInt((int)pCVar1,*(int *)(this + 0x18));
iVar3 = *(int *)(this + 0x40);
*(float *)(this + 0xb4) = (float)iVar4;
iVar4 = CUniformRandomStream::RandomInt((int)pCVar1,-*(int *)(this + 0x2c));
this[0xb8] = (CEnvWindShared)0x1;
*(int *)(this + 0x40) =
(int)((float)((int)((float)(iVar3 + iVar4) * 182.04445) & 0xffff) * 0.005493164);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x74),(CBaseEntity *)0x0,(CBaseEntity *)0x0,0.0);
fVar8 = *(float *)(this + 0x28) + *(float *)(this + 0xb0);
*(float *)(this + 0xb0) = fVar8;
}
else {
iVar3 = CUniformRandomStream::RandomInt((int)pCVar1,*(int *)(this + 0xc));
this[0xb8] = (CEnvWindShared)0x0;
*(float *)(this + 0xb4) = (float)iVar3;
fVar8 = *(float *)(this + 0x20);
lVar5 = (longdouble)CUniformRandomStream::RandomFloat((float)pCVar1,0.0);
*(float *)(this + 0xb0) = fVar8 + *(float *)(this + 0xb0) + (float)lVar5;
COutputEvent::FireOutput
((COutputEvent *)(this + 0x8c),(CBaseEntity *)0x0,(CBaseEntity *)0x0,0.0);
fVar8 = *(float *)(this + 0xb0);
}
}
local_28 = 0;
local_20 = 0;
*(float *)(this + 0xac) = param_1;
local_24 = (float)*(int *)(this + 0x40) + *(float *)(this + 0xbc);
AngleVectors((QAngle *)&local_28,(Vector *)(this + 0x48));
fVar8 = *(float *)(this + 0xc0) * *(float *)(this + 0x44);
*(float *)(this + 0x48) = *(float *)(this + 0x48) * fVar8;
*(float *)(this + 0x4c) = *(float *)(this + 0x4c) * fVar8;
*(float *)(this + 0x50) = fVar8 * *(float *)(this + 0x50);
return (longdouble)(param_1 + 0.01);
}
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.