CGameMovement::PerformFlyCollisionResolution
0x0045cec0 · 429 bytes · __thiscall
_ZN13CGameMovement29PerformFlyCollisionResolutionER10CGameTraceR6Vector
Decompiled
undefined (3 params)
/* CGameMovement::PerformFlyCollisionResolution(CGameTrace&, Vector&) */
void __thiscall
CGameMovement::PerformFlyCollisionResolution
(CGameMovement *this,CGameTrace *param_1,Vector *param_2)
{
float fVar1;
byte bVar2;
int iVar3;
longdouble lVar4;
float fVar5;
bVar2 = *(byte *)(*(int *)(this + 4) + 0x187);
if (bVar2 < 2) {
fVar5 = 1.0;
if (bVar2 == 1) {
fVar5 = 2.0 - *(float *)(*(int *)(this + 4) + 0x2180);
}
ClipVelocity(this,(Vector *)(*(int *)(this + 8) + 0x40),(Vector *)(param_1 + 0x18),
(Vector *)(*(int *)(this + 8) + 0x40),fVar5);
}
fVar5 = *(float *)(param_1 + 0x20);
lVar4 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
if ((float)lVar4 < fVar5) {
iVar3 = *(int *)(this + 8);
fVar5 = *(float *)(iVar3 + 0x48);
if (fVar5 < *(float *)(sv_gravity._28_4_ + 0x2c) * *(float *)(gpGlobals + 0x10)) {
(**(code **)(*(int *)this + 0x100))(this,param_1);
*(undefined4 *)(*(int *)(this + 8) + 0x48) = 0;
iVar3 = *(int *)(this + 8);
fVar5 = *(float *)(iVar3 + 0x48);
}
fVar1 = *(float *)(iVar3 + 0x40);
if ((900.0 <= *(float *)(iVar3 + 0x44) * *(float *)(iVar3 + 0x44) + fVar1 * fVar1 +
fVar5 * fVar5) && (*(char *)(*(int *)(this + 4) + 0x187) == '\x01')) {
fVar5 = *(float *)(gpGlobals + 0x10) * 0.9 * (1.0 - *(float *)(param_1 + 0x2c));
*(float *)param_2 = fVar1 * fVar5;
*(float *)(param_2 + 4) = *(float *)(iVar3 + 0x44) * fVar5;
*(float *)(param_2 + 8) = fVar5 * *(float *)(iVar3 + 0x48);
PushEntity(this,param_2,param_1);
return;
}
(**(code **)(*(int *)this + 0x100))(this,param_1);
iVar3 = *(int *)(this + 8);
*(undefined4 *)(iVar3 + 0x40) = 0;
*(undefined4 *)(iVar3 + 0x44) = 0;
*(undefined4 *)(iVar3 + 0x48) = 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.