CBaseEntity::PhysicsCheckWater
0x00476ac0 · 387 bytes · __thiscall
_ZN11CBaseEntity17PhysicsCheckWaterEv
Decompiled
undefined (1 param)
/* CBaseEntity::PhysicsCheckWater() */
bool __thiscall CBaseEntity::PhysicsCheckWater(CBaseEntity *this)
{
float fVar1;
CBaseEntity CVar2;
uint uVar3;
undefined *puVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
uVar3 = *(uint *)(this + 0x188);
if (((((uVar3 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar3 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
(uVar3 = GetWaterType(this), (uVar3 & 0xbc4030) == 0xbc4030)) {
fVar5 = 1.0;
if ((uVar3 & 0x40000) == 0) {
fVar5 = 0.0;
}
fVar8 = 1.0;
if ((uVar3 & 0x80000) == 0) {
fVar8 = 0.0;
}
if ((uVar3 & 0x100000) != 0) {
fVar5 = fVar5 - 1.0;
}
if ((uVar3 & 0x200000) != 0) {
fVar8 = fVar8 - 1.0;
}
fVar7 = 1.0;
if ((uVar3 & 0x400000) == 0) {
fVar7 = 0.0;
}
if ((uVar3 & 0x800000) != 0) {
fVar7 = fVar7 - 1.0;
}
CVar2 = this[0x253];
fVar1 = (float)(byte)CVar2 * 50.0;
fVar5 = fVar5 * fVar1 + *(float *)(this + 0x268);
fVar6 = fVar8 * fVar1 + *(float *)(this + 0x26c);
fVar8 = fVar1 * fVar7 + *(float *)(this + 0x270);
if (((*(float *)(this + 0x268) == fVar5) && (*(float *)(this + 0x26c) == fVar6)) &&
(*(float *)(this + 0x270) == fVar8)) goto LAB_00476b16;
(**(code **)(*(int *)this + 0x2fc))(this,this + 0x268);
*(float *)(this + 0x268) = fVar5;
*(float *)(this + 0x26c) = fVar6;
*(float *)(this + 0x270) = fVar8;
}
CVar2 = this[0x253];
LAB_00476b16:
return 1 < (byte)CVar2;
}
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.