CGameMovement::AirMove
0x00452530 · 376 bytes · __thiscall
_ZN13CGameMovement7AirMoveEv
Decompiled
undefined (1 param)
/* CGameMovement::AirMove() */
void __thiscall CGameMovement::AirMove(CGameMovement *this)
{
float fVar1;
int iVar2;
int iVar3;
longdouble lVar4;
float fVar5;
float local_4c;
float local_48;
undefined4 local_44;
float local_40;
float local_3c;
undefined4 local_38;
float local_34;
float local_30;
undefined4 local_2c;
Vector local_28 [24];
AngleVectors((QAngle *)(*(int *)(this + 8) + 0xc),(Vector *)&local_40,(Vector *)&local_34,local_28
);
local_38 = 0;
local_2c = 0;
fVar5 = *(float *)(*(int *)(this + 8) + 0x2c);
fVar1 = *(float *)(*(int *)(this + 8) + 0x30);
VectorNormalize((Vector *)&local_40);
VectorNormalize((Vector *)&local_34);
local_44 = 0;
local_48 = local_30 * fVar1 + local_3c * fVar5;
local_4c = fVar1 * local_34 + fVar5 * local_40;
lVar4 = (longdouble)VectorNormalize((Vector *)&local_4c);
fVar5 = (float)lVar4;
if ((fVar5 != 0.0) && (*(float *)(*(int *)(this + 8) + 0x38) <= fVar5)) {
fVar5 = *(float *)(*(int *)(this + 8) + 0x38);
}
(**(code **)(*(int *)this + 0x5c))
(this,(Vector *)&local_4c,fVar5,*(undefined4 *)(sv_airaccelerate._28_4_ + 0x2c));
iVar2 = *(int *)(this + 8);
iVar3 = *(int *)(this + 4);
*(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) + *(float *)(iVar3 + 0x268);
*(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) + *(float *)(iVar3 + 0x26c);
*(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) + *(float *)(iVar3 + 0x270);
(**(code **)(*(int *)this + 0xa0))(this);
iVar2 = *(int *)(this + 8);
iVar3 = *(int *)(this + 4);
*(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) - *(float *)(iVar3 + 0x268);
*(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) - *(float *)(iVar3 + 0x26c);
*(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) - *(float *)(iVar3 + 0x270);
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.