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 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.