L L4D2node

CGameMovement::FullTossMove

0x0045d090 · 825 bytes · __thiscall

_ZN13CGameMovement12FullTossMoveEv

Decompiled

undefined (1 param)

/* CGameMovement::FullTossMove() */

void __thiscall CGameMovement::FullTossMove(CGameMovement *this)

{
  float fVar1;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float local_94;
  float local_90;
  float local_8c;
  float local_88;
  float local_84;
  float local_80;
  float local_7c;
  float local_78;
  float local_74;
  float local_70;
  float local_6c;
  float local_68;
  float local_44;
  char local_3a;
  
  (**(code **)(*(int *)this + 0xc4))(this);
  iVar3 = *(int *)(this + 8);
  if (((*(float *)(iVar3 + 0x2c) != 0.0) || (*(float *)(iVar3 + 0x30) != 0.0)) ||
     (*(float *)(iVar3 + 0x34) != 0.0)) {
    AngleVectors((QAngle *)(iVar3 + 0xc),(Vector *)&local_94,(Vector *)&local_88,(Vector *)&local_7c
                );
    fVar5 = *(float *)(*(int *)(this + 8) + 0x2c);
    fVar1 = *(float *)(*(int *)(this + 8) + 0x30);
    VectorNormalize((Vector *)&local_94);
    VectorNormalize((Vector *)&local_88);
    local_6c = local_84 * fVar1 + local_90 * fVar5;
    local_70 = fVar1 * local_88 + fVar5 * local_94;
    local_68 = local_8c * fVar5 + local_80 * fVar1 + *(float *)(*(int *)(this + 8) + 0x34);
    lVar4 = (longdouble)VectorNormalize((Vector *)&local_70);
    fVar5 = (float)lVar4;
    if (*(float *)(*(int *)(this + 8) + 0x38) <= (float)lVar4) {
      fVar5 = *(float *)(*(int *)(this + 8) + 0x38);
    }
    (**(code **)(*(int *)this + 0x68))
              (this,(Vector *)&local_70,fVar5,*(undefined4 *)(sv_accelerate._28_4_ + 0x2c));
    iVar3 = *(int *)(this + 8);
  }
  if (0.0 < *(float *)(iVar3 + 0x48)) {
    (**(code **)(*(int *)this + 0x100))(this,0);
  }
  iVar3 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
  if (((((iVar3 == 0) || (iVar3 = *(int *)(this + 4), vec3_origin != *(float *)(iVar3 + 0x268))) ||
       ((DAT_01053d4c != *(float *)(iVar3 + 0x26c) ||
        ((DAT_01053d50 != *(float *)(iVar3 + 0x270) ||
         (iVar3 = *(int *)(this + 8), vec3_origin != *(float *)(iVar3 + 0x40))))))) ||
      (DAT_01053d4c != *(float *)(iVar3 + 0x44))) || (DAT_01053d50 != *(float *)(iVar3 + 0x48))) {
    CheckVelocity(this);
    iVar3 = *(int *)(this + 4);
    if (*(char *)(iVar3 + 0x186) == '\x05') {
      AddGravity(this);
      iVar3 = *(int *)(this + 4);
    }
    iVar2 = *(int *)(this + 8);
    *(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) + *(float *)(iVar3 + 0x268);
    *(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) + *(float *)(iVar3 + 0x26c);
    *(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) + *(float *)(iVar3 + 0x270);
    CheckVelocity(this);
    iVar3 = *(int *)(this + 4);
    local_74 = *(float *)(gpGlobals + 0x10);
    iVar2 = *(int *)(this + 8);
    local_7c = *(float *)(iVar2 + 0x40) * local_74;
    local_78 = *(float *)(iVar2 + 0x44) * local_74;
    local_74 = local_74 * *(float *)(iVar2 + 0x48);
    *(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) - *(float *)(iVar3 + 0x268);
    *(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) - *(float *)(iVar3 + 0x26c);
    *(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) - *(float *)(iVar3 + 0x270);
    PushEntity(this,(Vector *)&local_7c,(CGameTrace *)&local_70);
    CheckVelocity(this);
    if (local_3a != '\0') {
      (**(code **)(*(int *)this + 0x100))(this,(CGameTrace *)&local_70);
      iVar3 = *(int *)(this + 8);
      *(undefined4 *)(iVar3 + 0x40) = 0;
      *(undefined4 *)(iVar3 + 0x44) = 0;
      *(undefined4 *)(iVar3 + 0x48) = 0;
      return;
    }
    if (local_44 != 1.0) {
      PerformFlyCollisionResolution(this,(CGameTrace *)&local_70,(Vector *)&local_7c);
    }
    (**(code **)(*(int *)this + 0xc4))(this);
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)