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 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.