CGameMovement::StartGravity
0x00458450 · 261 bytes · __thiscall
_ZN13CGameMovement12StartGravityEv
Decompiled
undefined (1 param)
/* CGameMovement::StartGravity() */
void __thiscall CGameMovement::StartGravity(CGameMovement *this)
{
int iVar1;
int iVar2;
int *piVar3;
float fVar4;
iVar1 = gpGlobals;
fVar4 = *(float *)(*(int *)(this + 4) + 0x2c0);
if (fVar4 == 0.0) {
fVar4 = 1.0;
}
*(float *)(*(int *)(this + 8) + 0x48) =
*(float *)(*(int *)(this + 8) + 0x48) -
*(float *)(gpGlobals + 0x10) * 0.5 * fVar4 * *(float *)(sv_gravity._28_4_ + 0x2c);
*(float *)(*(int *)(this + 8) + 0x48) =
*(float *)(*(int *)(this + 4) + 0x270) * *(float *)(iVar1 + 0x10) +
*(float *)(*(int *)(this + 8) + 0x48);
piVar3 = *(int **)(this + 4);
iVar1 = piVar3[0x9a];
iVar2 = piVar3[0x9b];
if ((float)piVar3[0x9c] == 0.0) {
CheckVelocity(this);
return;
}
(**(code **)(*piVar3 + 0x2fc))(piVar3,piVar3 + 0x9a);
piVar3[0x9c] = 0;
piVar3[0x9a] = iVar1;
piVar3[0x9b] = iVar2;
CheckVelocity(this);
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.