CBaseEntity::PhysicsClipVelocity
0x00476f80 · 157 bytes · __thiscall
_ZN11CBaseEntity19PhysicsClipVelocityERK6VectorS2_RS0_f
Decompiled
undefined (5 params)
/* CBaseEntity::PhysicsClipVelocity(Vector const&, Vector const&, Vector&, float) */
byte __thiscall
CBaseEntity::PhysicsClipVelocity
(CBaseEntity *this,Vector *param_1,Vector *param_2,Vector *param_3,float param_4)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
byte bVar7;
int iVar8;
float fVar9;
fVar1 = *(float *)(param_2 + 8);
fVar2 = *(float *)param_2;
fVar3 = *(float *)param_1;
fVar4 = *(float *)(param_2 + 4);
fVar5 = *(float *)(param_1 + 8);
fVar6 = *(float *)(param_1 + 4);
bVar7 = 0.0 < fVar1;
if (fVar1 == 0.0) {
bVar7 = 0.0 < fVar1 | 2;
}
iVar8 = 0;
do {
fVar9 = *(float *)(param_1 + iVar8 * 4) -
*(float *)(param_2 + iVar8 * 4) *
(fVar4 * fVar6 + fVar2 * fVar3 + fVar1 * fVar5) * param_4;
if ((fVar9 <= -0.1) || (0.1 <= fVar9)) {
*(float *)(param_3 + iVar8 * 4) = fVar9;
}
else {
*(undefined4 *)(param_3 + iVar8 * 4) = 0;
}
iVar8 = iVar8 + 1;
} while (iVar8 != 3);
return bVar7;
}
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.