CGameMovement::CategorizeGroundSurface
0x00451940 · 246 bytes · __thiscall
_ZN13CGameMovement23CategorizeGroundSurfaceER10CGameTrace
Decompiled
undefined (2 params)
/* CGameMovement::CategorizeGroundSurface(CGameTrace&) */
void __thiscall CGameMovement::CategorizeGroundSurface(CGameMovement *this,CGameTrace *param_1)
{
int *piVar1;
undefined4 uVar2;
int iVar3;
piVar1 = IMoveHelper::sm_pSingleton;
*(undefined4 *)(this + 0x7d4) = *(undefined4 *)(param_1 + 0x18);
*(undefined4 *)(this + 0x7d8) = *(undefined4 *)(param_1 + 0x1c);
*(undefined4 *)(this + 0x7dc) = *(undefined4 *)(param_1 + 0x20);
piVar1 = (int *)(**(code **)(*piVar1 + 0x30))(piVar1);
*(int *)(*(int *)(this + 4) + 0x2178) = (int)*(short *)(param_1 + 0x40);
iVar3 = *(int *)(this + 4);
uVar2 = (**(code **)(*piVar1 + 0x18))(piVar1,*(undefined4 *)(iVar3 + 0x2178));
*(undefined4 *)(iVar3 + 0x217c) = uVar2;
(**(code **)(*piVar1 + 0x14))
(piVar1,*(undefined4 *)(*(int *)(this + 4) + 0x2178),0,0,*(int *)(this + 4) + 0x2180,0);
*(float *)(*(int *)(this + 4) + 0x2180) = *(float *)(*(int *)(this + 4) + 0x2180) * 1.25;
iVar3 = *(int *)(this + 4);
if (1.0 < *(float *)(iVar3 + 0x2180)) {
*(undefined4 *)(iVar3 + 0x2180) = 0x3f800000;
iVar3 = *(int *)(this + 4);
}
*(char *)(iVar3 + 0x2184) = (char)*(undefined2 *)(*(int *)(iVar3 + 0x217c) + 0x4c);
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.