L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)