L L4D2node

CBaseEntity::ResolveFlyCollisionBounce

0x00477530 · 915 bytes · __thiscall

_ZN11CBaseEntity25ResolveFlyCollisionBounceER10CGameTraceR6Vectorf

Decompiled

undefined (4 params)

/* CBaseEntity::ResolveFlyCollisionBounce(CGameTrace&, Vector&, float) */

void __thiscall
CBaseEntity::ResolveFlyCollisionBounce
          (CBaseEntity *this,CGameTrace *param_1,Vector *param_2,float param_3)

{
  CBaseEntity *this_00;
  char cVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  (**(code **)(*physprops + 0x14))(physprops,(int)*(short *)(param_1 + 0x40),0,0,0,&local_38);
  local_38 = *(float *)(this + 0x2c8) * local_38;
  fVar2 = 0.9;
  if (local_38 <= 0.9) {
    if (param_3 <= 0.9) {
      fVar2 = param_3;
    }
    if (fVar2 <= local_38) {
      fVar2 = local_38;
    }
  }
  if (((byte)this[0x14d] & 0x10) != 0) {
    CalcAbsoluteVelocity(this);
  }
  PhysicsClipVelocity(this,(Vector *)(this + 0x274),(Vector *)(param_1 + 0x18),(Vector *)&local_34,
                      2.0);
  local_34 = local_34 * fVar2;
  local_30 = local_30 * fVar2;
  local_2c = fVar2 * local_2c;
  fVar5 = *(float *)(this + 0x268) + local_34;
  *(float *)param_2 = fVar5;
  fVar2 = *(float *)(this + 0x26c) + local_30;
  *(float *)(param_2 + 4) = fVar2;
  fVar3 = local_2c + *(float *)(this + 0x270);
  *(float *)(param_2 + 8) = fVar3;
  fVar2 = fVar2 * fVar2 + fVar5 * fVar5 + fVar3 * fVar3;
  if (*(float *)(param_1 + 0x20) <= 0.7) {
    if (900.0 <= fVar2) {
      SetAbsVelocity(this,(Vector *)&local_34);
      return;
    }
  }
  else {
    fVar5 = *(float *)(this + 0x2c0);
    this_00 = *(CBaseEntity **)(param_1 + 0x4c);
    if (fVar5 == 0.0) {
      fVar5 = 1.0;
    }
    if (fVar3 < *(float *)(sv_gravity._28_4_ + 0x2c) * *(float *)(gpGlobals + 0x10) * fVar5) {
      fVar5 = local_34 + *(float *)(this + 0x268);
      local_2c = 0.0;
      *(float *)param_2 = fVar5;
      fVar3 = local_30 + *(float *)(this + 0x26c);
      *(float *)(param_2 + 4) = fVar3;
      fVar2 = *(float *)(this + 0x270);
      *(float *)(param_2 + 8) = fVar2;
      fVar2 = fVar5 * fVar5 + fVar3 * fVar3 + fVar2 * fVar2;
    }
    SetAbsVelocity(this,(Vector *)&local_34);
    if (900.0 <= fVar2) {
      local_28 = *(float *)(this + 0x268);
      local_24 = *(float *)(this + 0x26c);
      fVar5 = *(float *)(this + 0x268) - local_34;
      fVar3 = *(float *)(this + 0x26c) - local_30;
      fVar2 = *(float *)(this + 0x270) - local_2c;
      local_20 = *(float *)(this + 0x270);
      VectorNormalize((Vector *)&local_28);
      fVar4 = fVar3 * local_24 + fVar5 * local_28 + fVar2 * local_20;
      fVar5 = (1.0 - *(float *)(param_1 + 0x2c)) * *(float *)(gpGlobals + 0x10);
      *(float *)param_2 = local_34 * fVar5;
      *(float *)(param_2 + 4) = local_30 * fVar5;
      *(float *)(param_2 + 8) = local_2c * fVar5;
      fVar2 = *(float *)(this + 0x26c);
      fVar3 = *(float *)(this + 0x270);
      fVar6 = (1.0 - *(float *)(param_1 + 0x2c)) * *(float *)(gpGlobals + 0x10);
      *(float *)param_2 = *(float *)(this + 0x268) * fVar6 * fVar4 + local_34 * fVar5;
      *(float *)(param_2 + 4) = fVar2 * fVar6 * fVar4 + local_30 * fVar5;
      *(float *)(param_2 + 8) = fVar3 * fVar6 * fVar4 + local_2c * fVar5;
      PhysicsPushEntity(this,param_2,param_1);
      return;
    }
    cVar1 = IsStandable(this_00);
    if (cVar1 != '\0') {
      SetGroundEntity(this,this_00);
    }
  }
  SetAbsVelocity(this,(Vector *)&vec3_origin);
  SetLocalAngularVelocity(this,(QAngle *)&vec3_angle);
  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)