CGameMovement::CheckWater
0x0045a2f0 · 748 bytes · __thiscall
_ZN13CGameMovement10CheckWaterEv
Decompiled
undefined (1 param)
/* CGameMovement::CheckWater() */
bool __thiscall CGameMovement::CheckWater(CGameMovement *this)
{
float fVar1;
uint uVar2;
byte bVar3;
CBaseEntity *this_00;
int *piVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
Vector local_28 [24];
(**(code **)(*(int *)this + 200))(this,1,local_28);
this_00 = *(CBaseEntity **)(this + 4);
if (this_00[0x253] != (CBaseEntity)0x0) {
(**(code **)(*(int *)this_00 + 0x2ec))(this_00,this_00 + 0x253);
this_00[0x253] = (CBaseEntity)0x0;
this_00 = *(CBaseEntity **)(this + 4);
}
CBaseEntity::SetWaterType(this_00,0);
uVar2 = GetWaterContentsForPointCached(this,local_28,0);
if ((uVar2 & 0x4030) != 0) {
CBaseEntity::SetWaterType(*(CBaseEntity **)(this + 4),uVar2);
piVar4 = *(int **)(this + 4);
if (*(char *)((int)piVar4 + 0x253) != '\x01') {
(**(code **)(*piVar4 + 0x2ec))(piVar4,(int)piVar4 + 0x253);
*(undefined1 *)((int)piVar4 + 0x253) = 1;
}
(**(code **)(*(int *)this + 200))(this,2,local_28);
uVar2 = GetWaterContentsForPointCached(this,local_28,1);
piVar4 = *(int **)(this + 4);
if ((uVar2 & 0x4030) == 0) {
LAB_0045a4a0:
bVar3 = *(byte *)((int)piVar4 + 0x253);
}
else {
if (*(char *)((int)piVar4 + 0x253) != '\x02') {
(**(code **)(*piVar4 + 0x2ec))(piVar4,(int)piVar4 + 0x253);
*(undefined1 *)((int)piVar4 + 0x253) = 2;
}
(**(code **)(*(int *)this + 200))(this,3,local_28);
uVar2 = GetWaterContentsForPointCached(this,local_28,2);
piVar4 = *(int **)(this + 4);
if ((uVar2 & 0x4030) == 0) goto LAB_0045a4a0;
bVar3 = 3;
if (*(char *)((int)piVar4 + 0x253) != '\x03') {
(**(code **)(*piVar4 + 0x2ec))(piVar4,(int)piVar4 + 0x253);
*(undefined1 *)((int)piVar4 + 0x253) = 3;
piVar4 = *(int **)(this + 4);
bVar3 = *(byte *)((int)piVar4 + 0x253);
}
}
if ((uVar2 & 0xbc0000) == 0) goto LAB_0045a35b;
fVar5 = 1.0;
if ((uVar2 & 0x40000) == 0) {
fVar5 = 0.0;
}
fVar8 = 1.0;
if ((uVar2 & 0x80000) == 0) {
fVar8 = 0.0;
}
if ((uVar2 & 0x100000) != 0) {
fVar5 = fVar5 - 1.0;
}
if ((uVar2 & 0x200000) != 0) {
fVar8 = fVar8 - 1.0;
}
fVar7 = 1.0;
if ((uVar2 & 0x400000) == 0) {
fVar7 = 0.0;
}
if ((uVar2 & 0x800000) != 0) {
fVar7 = fVar7 - 1.0;
}
fVar1 = (float)bVar3 * 50.0;
fVar5 = fVar5 * fVar1 + (float)piVar4[0x9a];
fVar6 = fVar8 * fVar1 + (float)piVar4[0x9b];
fVar8 = fVar1 * fVar7 + (float)piVar4[0x9c];
if ((((float)piVar4[0x9a] == fVar5) && ((float)piVar4[0x9b] == fVar6)) &&
((float)piVar4[0x9c] == fVar8)) goto LAB_0045a35b;
(**(code **)(*piVar4 + 0x2fc))(piVar4,piVar4 + 0x9a);
piVar4[0x9a] = (int)fVar5;
piVar4[0x9b] = (int)fVar6;
piVar4[0x9c] = (int)fVar8;
}
piVar4 = *(int **)(this + 4);
bVar3 = *(byte *)((int)piVar4 + 0x253);
LAB_0045a35b:
if ((*(int *)(this + 0xc) == 0) && (bVar3 != 0)) {
*(undefined4 *)(this + 0x10) = *(undefined4 *)(gpGlobals + 0xc);
bVar3 = *(byte *)((int)piVar4 + 0x253);
}
return 1 < bVar3;
}
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.