CBaseEntity::PhysicsCheckVelocity
0x00476c50 · 345 bytes · __thiscall
_ZN11CBaseEntity20PhysicsCheckVelocityEv
Decompiled
undefined (1 param)
/* CBaseEntity::PhysicsCheckVelocity() */
void __thiscall CBaseEntity::PhysicsCheckVelocity(CBaseEntity *this)
{
bool bVar1;
byte bVar3;
undefined1 *puVar2;
int iVar4;
float fVar5;
uint local_34 [3];
float local_28 [6];
bVar3 = (byte)(*(uint *)(this + 0x14c) >> 8);
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CalcAbsolutePosition(this);
bVar3 = (byte)((uint)*(undefined4 *)(this + 0x14c) >> 8);
}
local_34[0] = *(uint *)(this + 0x2e0);
local_34[1] = *(undefined4 *)(this + 0x2e4);
local_34[2] = *(undefined4 *)(this + 0x2e8);
if ((bVar3 & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
iVar4 = 0;
bVar1 = false;
local_28[0] = *(float *)(this + 0x274);
local_28[1] = (float)*(undefined4 *)(this + 0x278);
local_28[2] = (float)*(undefined4 *)(this + 0x27c);
do {
if (((uint)local_28[iVar4] & 0x7f800000) == 0x7f800000) {
puVar2 = *(undefined1 **)(this + 0x7c);
if (puVar2 == (undefined1 *)0x0) {
puVar2 = &DAT_00d539c2;
}
Msg("Got a NaN velocity on %s\n",puVar2);
local_28[iVar4] = 0.0;
bVar1 = true;
}
if ((local_34[iVar4] & 0x7f800000) == 0x7f800000) {
puVar2 = *(undefined1 **)(this + 0x7c);
if (puVar2 == (undefined1 *)0x0) {
puVar2 = &DAT_00d539c2;
}
Msg("Got a NaN origin on %s\n",puVar2);
local_34[iVar4] = 0;
bVar1 = true;
}
fVar5 = *(float *)(sv_maxvelocity._28_4_ + 0x2c);
if ((fVar5 < local_28[iVar4]) || (fVar5 = -fVar5, local_28[iVar4] < fVar5)) {
local_28[iVar4] = fVar5;
bVar1 = true;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 3);
if (bVar1) {
SetAbsOrigin(this,(Vector *)local_34);
SetAbsVelocity(this,(Vector *)local_28);
}
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.