CGameMovement::AirAccelerate
0x00451aa0 · 202 bytes · __thiscall
_ZN13CGameMovement13AirAccelerateER6Vectorff
Decompiled
undefined (4 params)
/* CGameMovement::AirAccelerate(Vector&, float, float) */
void __thiscall
CGameMovement::AirAccelerate(CGameMovement *this,Vector *param_1,float param_2,float param_3)
{
Vector *pVVar1;
float *pfVar2;
int iVar3;
int iVar4;
int iVar5;
float fVar6;
float fVar7;
iVar3 = *(int *)(this + 4);
if ((*(char *)(iVar3 + 0x1c80) == '\0') && (*(float *)(iVar3 + 0x2010) == 0.0)) {
iVar5 = *(int *)(this + 8);
fVar7 = 30.0;
if (param_2 <= 30.0) {
fVar7 = param_2;
}
fVar7 = fVar7 - (*(float *)param_1 * *(float *)(iVar5 + 0x40) +
*(float *)(param_1 + 8) * *(float *)(iVar5 + 0x48) +
*(float *)(param_1 + 4) * *(float *)(iVar5 + 0x44));
if (0.0 < fVar7) {
iVar4 = 0;
fVar6 = *(float *)(iVar3 + 0x2180) * *(float *)(gpGlobals + 0x10) * param_3 * param_2;
if (fVar7 <= fVar6) {
fVar6 = fVar7;
}
while( true ) {
pfVar2 = (float *)(iVar5 + 0x40 + iVar4);
*pfVar2 = *(float *)(param_1 + iVar4) * fVar6 + *pfVar2;
pVVar1 = param_1 + iVar4;
pfVar2 = (float *)(*(int *)(this + 8) + 0x68 + iVar4);
iVar4 = iVar4 + 4;
*pfVar2 = *(float *)pVVar1 * fVar6 + *pfVar2;
if (iVar4 == 0xc) break;
iVar5 = *(int *)(this + 8);
}
}
}
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.