CGameMovement::FullNoClipMove
0x004577a0 · 802 bytes · __thiscall
_ZN13CGameMovement14FullNoClipMoveEff
Decompiled
undefined (3 params)
/* CGameMovement::FullNoClipMove(float, float) */
void __thiscall CGameMovement::FullNoClipMove(CGameMovement *this,float param_1,float param_2)
{
int iVar1;
float fVar2;
int iVar3;
longdouble lVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float fVar12;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
Vector local_34 [12];
float local_28;
float local_24;
float local_20;
fVar10 = param_1 * *(float *)(sv_maxspeed._28_4_ + 0x2c);
AngleVectors((QAngle *)(*(int *)(this + 8) + 0xc),(Vector *)&local_4c,(Vector *)&local_40,local_34
);
iVar3 = *(int *)(this + 8);
if ((*(byte *)(iVar3 + 0x26) & 2) != 0) {
param_1 = param_1 * 0.5;
}
fVar11 = param_1 * *(float *)(iVar3 + 0x30);
fVar12 = *(float *)(iVar3 + 0x2c) * param_1;
VectorNormalize((Vector *)&local_4c);
VectorNormalize((Vector *)&local_40);
fVar9 = local_40 * fVar11 + local_4c * fVar12;
fVar7 = local_3c * fVar11 + local_48 * fVar12;
fVar6 = local_44 * fVar12 + fVar11 * local_38 + param_1 * *(float *)(*(int *)(this + 8) + 0x34);
local_28 = fVar9;
local_24 = fVar7;
local_20 = fVar6;
lVar4 = (longdouble)VectorNormalize((Vector *)&local_28);
iVar3 = gpGlobals;
fVar5 = (float)lVar4;
if (fVar10 < fVar5) {
fVar5 = fVar10 / fVar5;
fVar9 = fVar9 * fVar5;
fVar7 = fVar7 * fVar5;
fVar6 = fVar6 * fVar5;
fVar5 = fVar10;
}
if (param_2 <= 0.0) {
iVar1 = *(int *)(this + 8);
*(float *)(iVar1 + 0x40) = fVar9;
*(float *)(iVar1 + 0x44) = fVar7;
*(float *)(iVar1 + 0x48) = fVar6;
}
else {
(**(code **)(*(int *)this + 0x68))(this,(Vector *)&local_28,fVar5,param_2);
iVar3 = gpGlobals;
iVar1 = *(int *)(this + 8);
fVar5 = 0.0;
fVar6 = *(float *)(iVar1 + 0x40);
fVar7 = *(float *)(iVar1 + 0x48);
fVar9 = *(float *)(iVar1 + 0x44);
fVar8 = SQRT(fVar7 * fVar7 + fVar6 * fVar6 + fVar9 * fVar9);
if (fVar8 < 1.0) {
*(undefined4 *)(iVar1 + 0x40) = 0;
*(undefined4 *)(iVar1 + 0x44) = 0;
*(undefined4 *)(iVar1 + 0x48) = 0;
return;
}
fVar2 = fVar8;
if (fVar8 <= fVar10 * 0.25) {
fVar2 = fVar10 * 0.25;
}
fVar10 = fVar8 - *(float *)(gpGlobals + 0x10) * *(float *)(*(int *)(this + 4) + 0x2180) *
*(float *)(sv_noclipfriction._28_4_ + 0x2c) * fVar2;
if (fVar10 < 0.0) {
if ((fVar11 != 0.0) || (fVar12 != 0.0)) {
fVar5 = 1.0;
}
}
else {
fVar5 = fVar10 / fVar8;
}
*(float *)(iVar1 + 0x40) = fVar6 * fVar5;
*(float *)(iVar1 + 0x44) = fVar9 * fVar5;
*(float *)(iVar1 + 0x48) = fVar7 * fVar5;
}
iVar1 = *(int *)(this + 8);
fVar10 = *(float *)(iVar3 + 0x10);
*(float *)(iVar1 + 0xa0) = *(float *)(iVar1 + 0x44) * fVar10 + *(float *)(iVar1 + 0xa0);
*(float *)(iVar1 + 0xa4) = *(float *)(iVar1 + 0x48) * fVar10 + *(float *)(iVar1 + 0xa4);
*(float *)(iVar1 + 0x9c) = fVar10 * *(float *)(iVar1 + 0x40) + *(float *)(iVar1 + 0x9c);
if (0.0 <= param_2) {
return;
}
iVar3 = *(int *)(this + 8);
*(undefined4 *)(iVar3 + 0x40) = 0;
*(undefined4 *)(iVar3 + 0x44) = 0;
*(undefined4 *)(iVar3 + 0x48) = 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.