CGameMovement::CheckFalling
0x00454b80 · 642 bytes · __thiscall
_ZN13CGameMovement12CheckFallingEv
Decompiled
undefined (1 param)
/* CGameMovement::CheckFalling() */
void __thiscall CGameMovement::CheckFalling(CGameMovement *this)
{
char cVar1;
int iVar2;
CBaseEntity *pCVar3;
CBaseEntity *this_00;
int iVar4;
uint uVar5;
float fVar6;
float fVar7;
iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
pCVar3 = *(CBaseEntity **)(this + 4);
if ((iVar2 == 0) || (*(int *)(pCVar3 + 0x100) < 1)) goto LAB_00454bdf;
if (350.0 <= *(float *)(pCVar3 + 0x1aa4)) {
pCVar3 = (CBaseEntity *)CBaseEntity::GetGroundEntity(pCVar3);
cVar1 = CBaseEntity::IsFloating(pCVar3);
pCVar3 = *(CBaseEntity **)(this + 4);
if ((cVar1 != '\0') &&
(fVar7 = *(float *)(pCVar3 + 0x1aa4) - 200.0, *(float *)(pCVar3 + 0x1aa4) != fVar7)) {
(**(code **)(*(int *)(pCVar3 + 0x1a40) + 4))(pCVar3 + 0x1a40,pCVar3 + 0x1aa4);
*(float *)(pCVar3 + 0x1aa4) = fVar7;
pCVar3 = *(CBaseEntity **)(this + 4);
}
pCVar3 = (CBaseEntity *)CBaseEntity::GetGroundEntity(pCVar3);
if (((byte)pCVar3[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(pCVar3);
}
this_00 = *(CBaseEntity **)(this + 4);
if (*(float *)(pCVar3 + 0x27c) <= 0.0 && *(float *)(pCVar3 + 0x27c) != 0.0) {
pCVar3 = (CBaseEntity *)CBaseEntity::GetGroundEntity(this_00);
if (((byte)pCVar3[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(pCVar3);
}
iVar4 = *(int *)(this + 4);
fVar6 = *(float *)(pCVar3 + 0x27c);
fVar7 = *(float *)(iVar4 + 0x1aa4);
iVar2 = iVar4 + 0x1aa4;
if (fVar7 != fVar6 + fVar7) {
(**(code **)(*(int *)(iVar4 + 0x1a40) + 4))(iVar4 + 0x1a40,iVar2);
*(float *)(iVar4 + 0x1aa4) = fVar6 + fVar7;
iVar4 = *(int *)(this + 4);
fVar7 = *(float *)(iVar4 + 0x1aa4);
iVar2 = iVar4 + 0x1aa4;
}
fVar6 = 0.1;
if (0.1 <= fVar7) {
fVar6 = fVar7;
}
if (fVar6 != fVar7) {
(**(code **)(*(int *)(iVar4 + 0x1a40) + 4))(iVar4 + 0x1a40,iVar2);
*(float *)(iVar4 + 0x1aa4) = fVar6;
this_00 = *(CBaseEntity **)(this + 4);
goto LAB_00454c87;
}
}
else {
LAB_00454c87:
fVar7 = *(float *)(this_00 + 0x1aa4);
}
if (SafeFallSpeed < fVar7) {
cVar1 = (**(code **)(*IMoveHelper::sm_pSingleton + 0x28))(IMoveHelper::sm_pSingleton);
uVar5 = 0x3f800000;
if (cVar1 == '\0') goto LAB_00454bcb;
}
else {
uVar5 = -(uint)(SafeFallSpeed * 0.5 < fVar7) & 0x3f59999a;
}
(**(code **)(*IMoveHelper::sm_pSingleton + 0x2c))(IMoveHelper::sm_pSingleton,1);
}
else {
uVar5 = -(uint)(0.0 < *(float *)(pCVar3 + 0x1aa4)) & 0x3f000000;
}
LAB_00454bcb:
(**(code **)(*(int *)this + 0xdc))(this,uVar5);
pCVar3 = *(CBaseEntity **)(this + 4);
LAB_00454bdf:
iVar2 = CBaseEntity::GetGroundEntity(pCVar3);
if ((iVar2 != 0) && (iVar2 = *(int *)(this + 4), *(float *)(iVar2 + 0x1aa4) != 0.0)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1aa4);
*(undefined4 *)(iVar2 + 0x1aa4) = 0;
}
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.