CFuncElevator::GetHeightForTime
0x0044dd00 · 528 bytes · __thiscall
_ZNK13CFuncElevator16GetHeightForTimeEPKcfRf
Decompiled
undefined (4 params)
/* CFuncElevator::GetHeightForTime(char const*, float, float&) const */
longdouble __thiscall
CFuncElevator::GetHeightForTime(CFuncElevator *this,char *param_1,float param_2,float *param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
*param_3 = 0.0;
if ((this[0x4fc] == (CFuncElevator)0x0) ||
(fVar7 = *(float *)(this + 0x4ec),
*(float *)(gpGlobals + 0xc) <= fVar7 && fVar7 != *(float *)(gpGlobals + 0xc))) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
fVar1 = *(float *)(this + 0x2e8);
}
else {
fVar7 = param_2 - fVar7;
if (fVar7 <= 0.0) {
fVar1 = *(float *)(this + 0x4f4);
}
else {
fVar1 = *(float *)(this + 0x4f8);
if (*(float *)(this + 0x4f4) <= fVar1) {
fVar2 = *(float *)(this + 0x4e4);
fVar3 = fVar2 / *(float *)(this + 0x4e8);
}
else {
fVar2 = -*(float *)(this + 0x4e4);
fVar3 = *(float *)(this + 0x4e4) / *(float *)(this + 0x4e8);
}
if (fVar7 < fVar3) {
fVar1 = *(float *)(this + 0x4f0);
fVar2 = (fVar7 / fVar3) * fVar2;
*param_3 = fVar2;
return (longdouble)(fVar7 * 0.5 * (fVar1 + fVar2) + *(float *)(this + 0x4f4));
}
fVar4 = (*(float *)(this + 0x4f0) + fVar2) * fVar3 * 0.5 + *(float *)(this + 0x4f4);
fVar5 = (fVar7 - fVar3) * fVar2 + fVar4;
if (fVar2 <= 0.0) {
if ((fVar2 < 0.0) && (fVar5 <= fVar1)) goto LAB_0044dde9;
}
else if ((fVar1 <= fVar5) || (fVar2 < 0.0)) goto LAB_0044dde9;
fVar6 = fVar3 * 0.5 * fVar2;
if (ABS(fVar6) <= ABS(fVar1 - fVar5)) {
*param_3 = fVar2;
fVar1 = fVar5;
}
else {
fVar6 = fVar1 - fVar6;
fVar7 = (fVar7 - fVar3) - (fVar6 - fVar4) / fVar2;
if (fVar7 < fVar3) {
fVar1 = (1.0 - fVar7 / fVar3) * fVar2;
*param_3 = fVar1;
fVar1 = fVar7 * 0.5 * (fVar2 + fVar1) + fVar6;
}
}
}
}
LAB_0044dde9:
return (longdouble)fVar1;
}
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.