CGameMovement::CheckVelocity
0x00457b70 · 428 bytes · __thiscall
_ZN13CGameMovement13CheckVelocityEv
Decompiled
undefined (1 param)
/* CGameMovement::CheckVelocity() */
void __thiscall CGameMovement::CheckVelocity(CGameMovement *this)
{
int iVar1;
float fVar2;
uint uVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
uint local_28 [6];
iVar6 = 0;
iVar4 = *(int *)(this + 8);
local_28[0] = *(uint *)(iVar4 + 0x9c);
local_28[1] = *(undefined4 *)(iVar4 + 0xa0);
local_28[2] = *(undefined4 *)(iVar4 + 0xa4);
while( true ) {
iVar1 = iVar6 * 4;
if ((*(uint *)(iVar4 + 0x40 + iVar1) & 0x7f800000) == 0x7f800000) {
uVar5 = DescribeAxis(iVar6);
DevMsg(1,"PM Got a NaN velocity %s\n",uVar5);
*(undefined4 *)(*(int *)(this + 8) + 0x40 + iVar1) = 0;
uVar3 = local_28[iVar6];
}
else {
uVar3 = local_28[iVar6];
}
if ((uVar3 & 0x7f800000) == 0x7f800000) {
uVar5 = DescribeAxis(iVar6);
DevMsg(1,"PM Got a NaN origin on %s\n",uVar5);
local_28[iVar6] = 0;
iVar4 = *(int *)(this + 8);
*(uint *)(iVar4 + 0x9c) = local_28[0];
*(uint *)(iVar4 + 0xa0) = local_28[1];
*(uint *)(iVar4 + 0xa4) = local_28[2];
}
fVar2 = *(float *)(*(int *)(this + 8) + 0x40 + iVar1);
if (*(float *)(sv_maxvelocity._28_4_ + 0x2c) < fVar2) {
uVar5 = DescribeAxis(iVar6);
DevMsg(1,"PM Got a velocity too high on %s\n",uVar5);
*(undefined4 *)(*(int *)(this + 8) + 0x40 + iVar1) =
*(undefined4 *)(sv_maxvelocity._28_4_ + 0x2c);
}
else if (fVar2 < -*(float *)(sv_maxvelocity._28_4_ + 0x2c)) {
uVar5 = DescribeAxis(iVar6);
DevMsg(1,"PM Got a velocity too low on %s\n",uVar5);
*(uint *)(*(int *)(this + 8) + 0x40 + iVar1) =
*(uint *)(sv_maxvelocity._28_4_ + 0x2c) ^ 0x80000000;
}
iVar6 = iVar6 + 1;
if (iVar6 == 3) break;
iVar4 = *(int *)(this + 8);
}
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.