L L4D2node

CGameMovement::StepMove

0x00451ec0 · 1076 bytes · __thiscall

_ZN13CGameMovement8StepMoveER6VectorR10CGameTrace

Decompiled

undefined (3 params)

/* CGameMovement::StepMove(Vector&, CGameTrace&) */

void __thiscall CGameMovement::StepMove(CGameMovement *this,Vector *param_1,CGameTrace *param_2)

{
  float fVar1;
  float fVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  float fVar5;
  undefined4 uVar6;
  float fVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  code *pcVar11;
  undefined4 uVar12;
  int iVar13;
  longdouble lVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  iVar13 = *(int *)(this + 8);
  local_28 = *(undefined4 *)param_1;
  local_24 = *(undefined4 *)(param_1 + 4);
  fVar1 = *(float *)(iVar13 + 0x9c);
  fVar2 = *(float *)(iVar13 + 0xa0);
  fVar15 = *(float *)(iVar13 + 0xa4);
  uVar12 = *(undefined4 *)(iVar13 + 0x40);
  uVar3 = *(undefined4 *)(iVar13 + 0x44);
  uVar4 = *(undefined4 *)(iVar13 + 0x48);
  local_20 = *(float *)(param_1 + 8);
  (**(code **)(*(int *)this + 0x9c))(this,&local_28,param_2);
  iVar13 = *(int *)(this + 8);
  fVar5 = *(float *)(iVar13 + 0x9c);
  *(float *)(iVar13 + 0x9c) = fVar1;
  uVar6 = *(undefined4 *)(iVar13 + 0x40);
  fVar7 = *(float *)(iVar13 + 0xa0);
  *(float *)(iVar13 + 0xa0) = fVar2;
  uVar8 = *(undefined4 *)(iVar13 + 0x44);
  uVar9 = *(undefined4 *)(iVar13 + 0xa4);
  *(float *)(iVar13 + 0xa4) = fVar15;
  uVar10 = *(undefined4 *)(iVar13 + 0x48);
  iVar13 = *(int *)(this + 8);
  *(undefined4 *)(iVar13 + 0x40) = uVar12;
  *(undefined4 *)(iVar13 + 0x44) = uVar3;
  *(undefined4 *)(iVar13 + 0x48) = uVar4;
  iVar13 = *(int *)(this + 8);
  local_28 = *(undefined4 *)(iVar13 + 0x9c);
  local_24 = *(undefined4 *)(iVar13 + 0xa0);
  local_20 = *(float *)(iVar13 + 0xa4);
  if (*(char *)(*(int *)(this + 4) + 0x1ad0) != '\0') {
    local_20 = local_20 + 0.03125 + *(float *)(*(int *)(this + 4) + 0x1acc);
  }
  pcVar11 = *(code **)(*(int *)this + 0x3c);
  uVar12 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar11)(this,*(int *)(this + 8) + 0x9c,&local_28,uVar12,8,param_2);
  if ((param_2[0x37] == (CGameTrace)0x0) && (param_2[0x36] == (CGameTrace)0x0)) {
    iVar13 = *(int *)(this + 8);
    *(undefined4 *)(iVar13 + 0x9c) = *(undefined4 *)(param_2 + 0xc);
    *(undefined4 *)(iVar13 + 0xa0) = *(undefined4 *)(param_2 + 0x10);
    *(undefined4 *)(iVar13 + 0xa4) = *(undefined4 *)(param_2 + 0x14);
  }
  (**(code **)(*(int *)this + 0x9c))(this,0,0);
  iVar13 = *(int *)(this + 8);
  local_28 = *(undefined4 *)(iVar13 + 0x9c);
  local_24 = *(undefined4 *)(iVar13 + 0xa0);
  local_20 = *(float *)(iVar13 + 0xa4);
  if (*(char *)(*(int *)(this + 4) + 0x1ad0) != '\0') {
    local_20 = (local_20 + -0.0625) - *(float *)(*(int *)(this + 4) + 0x1acc);
  }
  pcVar11 = *(code **)(*(int *)this + 0x3c);
  uVar12 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar11)(this,*(int *)(this + 8) + 0x9c,&local_28,uVar12,8,param_2);
  fVar16 = *(float *)(param_2 + 0x20);
  lVar14 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
  if ((float)lVar14 <= fVar16) {
    if ((param_2[0x37] == (CGameTrace)0x0) && (param_2[0x36] == (CGameTrace)0x0)) {
      iVar13 = *(int *)(this + 8);
      *(undefined4 *)(iVar13 + 0x9c) = *(undefined4 *)(param_2 + 0xc);
      *(undefined4 *)(iVar13 + 0xa0) = *(undefined4 *)(param_2 + 0x10);
      *(undefined4 *)(iVar13 + 0xa4) = *(undefined4 *)(param_2 + 0x14);
    }
    iVar13 = *(int *)(this + 8);
    fVar16 = *(float *)(iVar13 + 0x9c) - fVar1;
    fVar17 = *(float *)(iVar13 + 0xa0) - fVar2;
    if (fVar16 * fVar16 + fVar17 * fVar17 <
        (fVar5 - fVar1) * (fVar5 - fVar1) + (fVar7 - fVar2) * (fVar7 - fVar2)) {
      *(float *)(iVar13 + 0x9c) = fVar5;
      *(float *)(iVar13 + 0xa0) = fVar7;
      *(undefined4 *)(iVar13 + 0xa4) = uVar9;
      iVar13 = *(int *)(this + 8);
      *(undefined4 *)(iVar13 + 0x40) = uVar6;
      *(undefined4 *)(iVar13 + 0x44) = uVar8;
      *(undefined4 *)(iVar13 + 0x48) = uVar10;
      goto LAB_004521bf;
    }
  }
  else {
    iVar13 = *(int *)(this + 8);
    *(float *)(iVar13 + 0x9c) = fVar5;
    *(float *)(iVar13 + 0xa0) = fVar7;
    *(undefined4 *)(iVar13 + 0xa4) = uVar9;
    iVar13 = *(int *)(this + 8);
    *(undefined4 *)(iVar13 + 0x40) = uVar6;
    *(undefined4 *)(iVar13 + 0x44) = uVar8;
  }
  *(undefined4 *)(iVar13 + 0x48) = uVar10;
LAB_004521bf:
  iVar13 = *(int *)(this + 8);
  fVar15 = *(float *)(iVar13 + 0xa4) - fVar15;
  if (0.0 < fVar15) {
    *(float *)(iVar13 + 100) = fVar15 + *(float *)(iVar13 + 100);
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)