CGameMovement::SetupMovementBounds
0x004537f0 · 578 bytes · __thiscall
_ZN13CGameMovement19SetupMovementBoundsEP9CMoveData
Decompiled
undefined (2 params)
/* CGameMovement::SetupMovementBounds(CMoveData*) */
void __thiscall CGameMovement::SetupMovementBounds(CGameMovement *this,CMoveData *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
int *piVar7;
uint uVar8;
undefined *puVar9;
float *pfVar10;
undefined4 uVar11;
float fVar12;
float fVar13;
int local_6c;
Vector local_40 [12];
Vector local_34 [12];
float local_28;
float local_24;
float local_20;
piVar7 = *(int **)(this + 0x7cc);
if (piVar7 == (int *)0x0) {
uVar11 = (**(code **)(*enginetrace + 0x4c))(enginetrace);
*(undefined4 *)(this + 0x7cc) = uVar11;
}
else {
(**(code **)(*piVar7 + 8))(piVar7);
}
uVar8 = *(uint *)(param_1 + 4);
if (uVar8 != 0xffffffff) {
puVar9 = g_pEntityList + (uVar8 & 0xfff) * 0x10;
if ((puVar9 == (undefined *)0xfffffffc) || (*(uint *)(puVar9 + 8) != uVar8 >> 0xc)) {
local_6c = 0;
}
else {
local_6c = *(int *)(puVar9 + 4);
}
ClearBounds(local_40,local_34);
fVar1 = *(float *)(param_1 + 0x9c);
fVar2 = *(float *)(param_1 + 0xa0);
fVar3 = *(float *)(param_1 + 0xa4);
fVar12 = (SQRT(*(float *)(param_1 + 0x40) * *(float *)(param_1 + 0x40) +
*(float *)(param_1 + 0x48) * *(float *)(param_1 + 0x48) +
*(float *)(param_1 + 0x44) * *(float *)(param_1 + 0x44)) +
*(float *)(param_1 + 0x38)) * *(float *)(gpGlobals + 0x10) + 1.0;
pfVar10 = (float *)(**(code **)(*(int *)this + 0x1c))(this,0);
fVar4 = *pfVar10;
fVar5 = pfVar10[1];
fVar6 = pfVar10[2];
pfVar10 = (float *)(**(code **)(*(int *)this + 0x20))(this,0);
fVar13 = *(float *)(local_6c + 0x1acc) + fVar12;
local_28 = fVar1 + *pfVar10 + fVar12;
local_20 = fVar3 + pfVar10[2] + fVar13;
local_24 = fVar2 + pfVar10[1] + fVar12;
AddPointToBounds((Vector *)&local_28,local_40,local_34);
local_28 = (fVar4 + fVar1) - fVar12;
local_24 = (fVar5 + fVar2) - fVar12;
local_20 = (fVar6 + fVar3) - fVar13;
AddPointToBounds((Vector *)&local_28,local_40,local_34);
(**(code **)(*enginetrace + 0x1c))(enginetrace,local_40,local_34,*(undefined4 *)(this + 0x7cc));
}
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.