L L4D2node

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 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)