CGameMovement::CheckParameters
0x00456af0 · 758 bytes · __thiscall
_ZN13CGameMovement15CheckParametersEv
Decompiled
undefined (1 param)
/* CGameMovement::CheckParameters() */
void __thiscall CGameMovement::CheckParameters(CGameMovement *this)
{
int iVar1;
int *piVar2;
code *pcVar3;
int iVar4;
bool bVar5;
longdouble lVar6;
float fVar7;
float fVar8;
float local_20;
float local_18;
float local_14;
float local_10;
iVar4 = *(int *)(this + 4);
if ((*(byte *)(iVar4 + 0x186) == 1) || ((*(byte *)(iVar4 + 0x186) & 0xfd) == 8))
goto LAB_00456c34;
iVar1 = *(int *)(this + 8);
fVar7 = *(float *)(iVar1 + 0x30) * *(float *)(iVar1 + 0x30) +
*(float *)(iVar1 + 0x2c) * *(float *)(iVar1 + 0x2c) +
*(float *)(iVar1 + 0x34) * *(float *)(iVar1 + 0x34);
fVar8 = *(float *)(iVar1 + 0x3c);
if (fVar8 != 0.0) {
if (*(float *)(iVar1 + 0x38) <= fVar8) {
fVar8 = *(float *)(iVar1 + 0x38);
}
*(float *)(iVar1 + 0x38) = fVar8;
iVar4 = *(int *)(this + 4);
}
if (*(int *)(iVar4 + 0x217c) == 0) {
local_20 = 1.0;
}
else {
local_20 = *(float *)(*(int *)(iVar4 + 0x217c) + 0x44);
}
lVar6 = (longdouble)ComputeConstraintSpeedFactor(this);
bVar5 = g_bMovementOptimizations == '\0';
fVar8 = (float)lVar6;
if (local_20 <= (float)lVar6) {
fVar8 = local_20;
}
*(float *)(*(int *)(this + 8) + 0x38) = fVar8 * *(float *)(*(int *)(this + 8) + 0x38);
if (bVar5) {
fVar7 = SQRT(fVar7);
if (fVar7 != 0.0) {
iVar4 = *(int *)(this + 8);
if (*(float *)(iVar4 + 0x38) < fVar7) {
fVar7 = *(float *)(iVar4 + 0x38) / fVar7;
goto LAB_00456c05;
}
}
}
else if (fVar7 != 0.0) {
iVar4 = *(int *)(this + 8);
fVar8 = *(float *)(iVar4 + 0x38);
if (fVar8 * fVar8 < fVar7) {
fVar7 = fVar8 / SQRT(fVar7);
LAB_00456c05:
*(float *)(iVar4 + 0x2c) = *(float *)(iVar4 + 0x2c) * fVar7;
*(float *)(*(int *)(this + 8) + 0x30) = *(float *)(*(int *)(this + 8) + 0x30) * fVar7;
*(float *)(*(int *)(this + 8) + 0x34) = fVar7 * *(float *)(*(int *)(this + 8) + 0x34);
}
}
iVar4 = *(int *)(this + 4);
LAB_00456c34:
if (((*(byte *)(iVar4 + 0x150) & 0x28) != 0) || (*(int *)(iVar4 + 0x100) < 1)) {
*(undefined4 *)(*(int *)(this + 8) + 0x2c) = 0;
*(undefined4 *)(*(int *)(this + 8) + 0x30) = 0;
*(undefined4 *)(*(int *)(this + 8) + 0x34) = 0;
}
(**(code **)(*(int *)this + 0x4c))(this);
iVar4 = *(int *)(this + 4);
if (*(int *)(iVar4 + 0x100) < 1) {
iVar4 = *(int *)(this + 8);
*(undefined4 *)(iVar4 + 0x4c) = *(undefined4 *)(iVar4 + 0x58);
*(undefined4 *)(iVar4 + 0x50) = *(undefined4 *)(iVar4 + 0x5c);
*(undefined4 *)(iVar4 + 0x54) = *(undefined4 *)(iVar4 + 0x60);
piVar2 = *(int **)(this + 4);
iVar4 = piVar2[0x40];
}
else {
iVar1 = *(int *)(this + 8);
local_18 = *(float *)(iVar4 + 0x1ab0) + *(float *)(iVar1 + 0x4c);
local_14 = *(float *)(iVar4 + 0x1ab4) + *(float *)(iVar1 + 0x50);
local_10 = *(float *)(iVar4 + 0x1ab8) + *(float *)(iVar1 + 0x54);
if ((*(char *)(iVar4 + 0x186) == '\x01') || (*(char *)(iVar4 + 0x186) == '\b')) {
*(undefined4 *)(iVar1 + 0x54) = 0;
}
else {
lVar6 = (longdouble)
(**(code **)(*(int *)this + 0x48))
(this,&local_18,iVar1 + 0x40,*(undefined4 *)(sv_rollangle._28_4_ + 0x2c),
*(undefined4 *)(sv_rollspeed._28_4_ + 0x2c));
*(float *)(iVar1 + 0x54) = (float)lVar6;
}
*(float *)(*(int *)(this + 8) + 0x4c) = local_18;
*(float *)(*(int *)(this + 8) + 0x50) = local_14;
piVar2 = *(int **)(this + 4);
iVar4 = piVar2[0x40];
}
if (iVar4 < 1) {
pcVar3 = *(code **)(*piVar2 + 0x254);
iVar4 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
(*pcVar3)(*(undefined4 *)(this + 4),iVar4 + 0x60);
}
fVar8 = *(float *)(*(int *)(this + 8) + 0x50);
if (180.0 < fVar8) {
*(float *)(*(int *)(this + 8) + 0x50) = fVar8 - 360.0;
}
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.