CGameMovement::GetWaterContentsForPointCached
0x0045a1b0 · 291 bytes · __thiscall
_ZN13CGameMovement30GetWaterContentsForPointCachedERK6Vectori
Decompiled
undefined (3 params)
/* CGameMovement::GetWaterContentsForPointCached(Vector const&, int) */
int __thiscall
CGameMovement::GetWaterContentsForPointCached(CGameMovement *this,Vector *param_1,int param_2)
{
int iVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
CGameMovement *pCVar5;
if (g_bMovementOptimizations == '\0') {
/* WARNING: Could not recover jumptable at 0x0045a2b6. Too many branches */
/* WARNING: Treating indirect jump as call */
iVar4 = (**(code **)(*enginetrace + 4))();
return iVar4;
}
if (*(int *)(*(int *)(this + 4) + 0x30) == 0) {
iVar4 = -1;
}
else {
iVar4 = (*(int *)(*(int *)(this + 4) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) + -1;
}
iVar2 = iVar4 * 3 + param_2;
if (*(int *)(this + iVar2 * 4 + 0x3c) == -9999) {
iVar4 = iVar4 * 0x24 + 0x1bc + param_2 * 0xc;
}
else {
iVar1 = iVar4 * 0x24 + 0x1b0 + param_2 * 0xc;
iVar4 = iVar1 + 0xc;
if ((*(float *)param_1 - *(float *)(this + iVar1 + 0xc)) *
(*(float *)param_1 - *(float *)(this + iVar1 + 0xc)) +
(*(float *)(param_1 + 4) - *(float *)(this + iVar1 + 0x10)) *
(*(float *)(param_1 + 4) - *(float *)(this + iVar1 + 0x10)) +
(*(float *)(param_1 + 8) - *(float *)(this + iVar1 + 0x14)) *
(*(float *)(param_1 + 8) - *(float *)(this + iVar1 + 0x14)) <= 1.0) {
return *(int *)(this + iVar2 * 4 + 0x3c);
}
}
pCVar5 = this + iVar4;
uVar3 = (**(code **)(*enginetrace + 4))(enginetrace,param_1,0x4030);
*(undefined4 *)(this + iVar2 * 4 + 0x3c) = uVar3;
*(undefined4 *)pCVar5 = *(undefined4 *)param_1;
*(undefined4 *)(pCVar5 + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(pCVar5 + 8) = *(undefined4 *)(param_1 + 8);
return *(int *)(this + iVar2 * 4 + 0x3c);
}
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.