CGameMovement::Accelerate
0x00453520 · 165 bytes · __thiscall
_ZN13CGameMovement10AccelerateER6Vectorff
Decompiled
undefined (4 params)
/* CGameMovement::Accelerate(Vector&, float, float) */
void __thiscall
CGameMovement::Accelerate(CGameMovement *this,Vector *param_1,float param_2,float param_3)
{
Vector *pVVar1;
float *pfVar2;
char cVar3;
int iVar4;
int iVar5;
float fVar6;
float fVar7;
cVar3 = (**(code **)(*(int *)this + 100))(this);
if (cVar3 != '\0') {
iVar5 = *(int *)(this + 8);
fVar7 = param_2 - (*(float *)param_1 * *(float *)(iVar5 + 0x40) +
*(float *)(param_1 + 4) * *(float *)(iVar5 + 0x44) +
*(float *)(param_1 + 8) * *(float *)(iVar5 + 0x48));
if (0.0 < fVar7) {
iVar4 = 0;
fVar6 = *(float *)(*(int *)(this + 4) + 0x2180) * *(float *)(gpGlobals + 0x10) * param_3 *
param_2;
if (fVar7 <= fVar6) {
fVar6 = fVar7;
}
while( true ) {
pVVar1 = param_1 + iVar4;
pfVar2 = (float *)(iVar5 + 0x40 + 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.