CGameMovement::FinishUnDuckJump
0x0045bdf0 · 757 bytes · __thiscall
_ZN13CGameMovement16FinishUnDuckJumpER10CGameTrace
Decompiled
undefined (2 params)
/* CGameMovement::FinishUnDuckJump(CGameTrace&) */
void __thiscall CGameMovement::FinishUnDuckJump(CGameMovement *this,CGameTrace *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
int iVar12;
int iVar13;
undefined4 *puVar14;
float fVar15;
float fVar16;
undefined4 local_28;
undefined4 local_24;
float local_20;
iVar12 = *(int *)(this + 8);
fVar1 = *(float *)(iVar12 + 0x9c);
fVar2 = *(float *)(iVar12 + 0xa0);
fVar3 = *(float *)(iVar12 + 0xa4);
iVar12 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar13 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar4 = *(float *)(iVar13 + 0x18);
fVar5 = *(float *)(iVar13 + 0x1c);
fVar15 = *(float *)(iVar13 + 0x20);
fVar6 = *(float *)(iVar12 + 0xc);
fVar7 = *(float *)(iVar12 + 0x10);
fVar16 = *(float *)(iVar12 + 0x14);
iVar12 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar13 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar8 = *(float *)(iVar13 + 0x30);
fVar9 = *(float *)(iVar12 + 0x24);
fVar10 = *(float *)(iVar13 + 0x34);
fVar11 = *(float *)(iVar12 + 0x28);
fVar15 = (fVar15 - fVar16) - (*(float *)(iVar13 + 0x38) - *(float *)(iVar12 + 0x2c));
fVar16 = *(float *)(param_1 + 0x2c) * fVar15;
CBaseEntity::RemoveFlag(*(CBaseEntity **)(this + 4),2);
iVar12 = *(int *)(this + 4);
if (*(char *)(iVar12 + 0x1a90) != '\0') {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a90);
*(undefined1 *)(iVar12 + 0x1a90) = 0;
iVar12 = *(int *)(this + 4);
}
if (*(char *)(iVar12 + 0x1a91) != '\0') {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a91);
*(undefined1 *)(iVar12 + 0x1a91) = 0;
iVar12 = *(int *)(this + 4);
}
if (*(char *)(iVar12 + 0x1a92) != '\0') {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a92);
*(undefined1 *)(iVar12 + 0x1a92) = 0;
iVar12 = *(int *)(this + 4);
}
if (*(int *)(iVar12 + 0x1a94) != 0) {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a94);
*(undefined4 *)(iVar12 + 0x1a94) = 0;
iVar12 = *(int *)(this + 4);
}
if (*(int *)(iVar12 + 0x1a98) != 0) {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a98);
*(undefined4 *)(iVar12 + 0x1a98) = 0;
iVar12 = *(int *)(this + 4);
}
if (*(int *)(iVar12 + 0x1a9c) != 0) {
(**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a9c);
*(undefined4 *)(iVar12 + 0x1a9c) = 0;
}
puVar14 = (undefined4 *)(**(code **)(*(int *)this + 0x24))(this,0);
local_28 = *puVar14;
local_24 = puVar14[1];
local_20 = (float)puVar14[2] - (fVar15 - fVar16);
(**(code **)(**(int **)(this + 4) + 0x254))(*(int **)(this + 4),&local_28);
iVar12 = *(int *)(this + 8);
*(float *)(iVar12 + 0x9c) = fVar1 - ((fVar4 - fVar6) - (fVar8 - fVar9));
*(float *)(iVar12 + 0xa0) = fVar2 - ((fVar5 - fVar7) - (fVar10 - fVar11));
*(float *)(iVar12 + 0xa4) = fVar3 - fVar16;
(**(code **)(*(int *)this + 0xcc))(this,0);
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.