CGameMovement::ComputeConstraintSpeedFactor
0x00456840 · 664 bytes · __thiscall
_ZN13CGameMovement28ComputeConstraintSpeedFactorEv
Decompiled
undefined (1 param)
/* CGameMovement::ComputeConstraintSpeedFactor() */
longdouble __thiscall CGameMovement::ComputeConstraintSpeedFactor(CGameMovement *this)
{
int iVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float local_50;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
iVar1 = *(int *)(this + 8);
if ((((iVar1 != 0) && (fVar4 = *(float *)(iVar1 + 0x8c), fVar4 != 0.0)) &&
(fVar5 = *(float *)(iVar1 + 0x9c) - *(float *)(iVar1 + 0x80),
fVar2 = *(float *)(iVar1 + 0xa0) - *(float *)(iVar1 + 0x84),
fVar3 = *(float *)(iVar1 + 0xa4) - *(float *)(iVar1 + 0x88),
fVar2 = fVar2 * fVar2 + fVar5 * fVar5 + fVar3 * fVar3,
fVar3 = fVar4 - *(float *)(iVar1 + 0x90), fVar3 * fVar3 < fVar2)) &&
((fVar2 < fVar4 * fVar4 || (*(char *)(iVar1 + 0x98) != '\0')))) {
AngleVectors((QAngle *)(iVar1 + 0xc),(Vector *)&local_3c,(Vector *)&local_30,(Vector *)&local_24
);
iVar1 = *(int *)(this + 8);
fVar4 = *(float *)(iVar1 + 0x2c);
fVar3 = *(float *)(iVar1 + 0x30);
fVar5 = *(float *)(iVar1 + 0x34);
local_48 = fVar3 * local_30 + fVar4 * local_3c + local_24 * fVar5;
local_44 = local_2c * fVar3 + local_38 * fVar4 + local_20 * fVar5;
local_40 = local_28 * fVar3 + local_34 * fVar4 + fVar5 * local_1c;
if (local_40 * local_40 + local_44 * local_44 + local_48 * local_48 != 0.0) {
local_50 = 0.0;
local_18 = *(float *)(iVar1 + 0x9c) - *(float *)(iVar1 + 0x80);
local_14 = *(float *)(iVar1 + 0xa0) - *(float *)(iVar1 + 0x84);
local_10 = *(float *)(iVar1 + 0xa4) - *(float *)(iVar1 + 0x88);
VectorNormalize((Vector *)&local_18);
VectorNormalize((Vector *)&local_48);
if (0.0 <= local_44 * local_14 + local_48 * local_18 + local_40 * local_10) {
iVar1 = *(int *)(this + 8);
fVar4 = (SQRT(fVar2) + (*(float *)(iVar1 + 0x90) - *(float *)(iVar1 + 0x8c))) /
*(float *)(iVar1 + 0x90);
fVar4 = (*(float *)(iVar1 + 0x94) * fVar4 - fVar4) + 1.0;
if ((0.15 <= fVar4) || (*(char *)(iVar1 + 0x98) == '\0')) {
local_50 = fVar4;
}
goto LAB_004569b8;
}
}
}
local_50 = 1.0;
LAB_004569b8:
return (longdouble)local_50;
}
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.