L L4D2node

CGameMovement::TestPlayerPosition

0x00454930 · 583 bytes · __cdecl

_ZN13CGameMovement18TestPlayerPositionERK6VectoriR10CGameTrace

Decompiled

undefined (3 params)

/* CGameMovement::TestPlayerPosition(Vector const&, int, CGameTrace&) */

Vector * CGameMovement::TestPlayerPosition(Vector *param_1,int param_2,CGameTrace *param_3)

{
  uint uVar1;
  int *piVar2;
  float *pfVar3;
  float *pfVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  uint uVar7;
  undefined4 *puVar8;
  undefined4 in_stack_00000010;
  Vector *in_stack_00000014;
  undefined4 local_70;
  float local_6c;
  float local_68;
  float local_64;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  float local_4c;
  float local_48;
  float local_44;
  float local_3c;
  float local_38;
  float local_34;
  undefined4 local_2c;
  undefined1 local_28;
  undefined1 local_27;
  
  *(int *)(param_2 + 2000) = *(int *)(param_2 + 2000) + 1;
  pfVar3 = (float *)(**(code **)(*(int *)param_2 + 0x80))(param_2);
  pfVar4 = (float *)(**(code **)(*(int *)param_2 + 0x7c))(param_2);
  local_5c = 0;
  local_58 = 0;
  local_54 = 0;
  local_2c = 0;
  local_27 = 0;
  local_3c = (*pfVar3 - *pfVar4) * 0.5;
  local_38 = (pfVar3[1] - pfVar4[1]) * 0.5;
  local_34 = (pfVar3[2] - pfVar4[2]) * 0.5;
  local_28 = local_38 * local_38 + local_3c * local_3c + local_34 * local_34 < 1e-06;
  local_4c = (*pfVar3 + *pfVar4) * 0.5;
  local_6c = *(float *)param_3 + local_4c;
  local_48 = (pfVar3[1] + pfVar4[1]) * 0.5;
  local_68 = *(float *)(param_3 + 4) + local_48;
  local_44 = (pfVar3[2] + pfVar4[2]) * 0.5;
  local_64 = *(float *)(param_3 + 8) + local_44;
  local_4c = -local_4c;
  local_48 = -local_48;
  local_44 = -local_44;
  uVar5 = (**(code **)(*(int *)param_2 + 0x108))(param_2,in_stack_00000010);
  local_70 = uVar5;
  uVar6 = (**(code **)(*(int *)param_2 + 0x40))(param_2,0,0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_6c,uVar6,uVar5);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(in_stack_00000014,in_stack_00000014 + 0xc,0xff,0,0,true,-1.0);
  }
  (**(code **)(*(int *)param_2 + 0x10c))(param_2,&local_70);
  uVar1 = *(uint *)(in_stack_00000014 + 0x30);
  uVar7 = (**(code **)(*(int *)param_2 + 0x40))(param_2,0,0);
  if (((uVar7 & uVar1) != 0) && (piVar2 = *(int **)(in_stack_00000014 + 0x4c), piVar2 != (int *)0x0)
     ) {
    puVar8 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
    *(undefined4 *)param_1 = *puVar8;
    return param_1;
  }
  *(undefined4 *)param_1 = 0xffffffff;
  return param_1;
}

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)