L L4D2node

CBaseEntity::ResolveFlyCollisionSlide

0x004778e0 · 645 bytes · __thiscall

_ZN11CBaseEntity24ResolveFlyCollisionSlideER10CGameTraceR6Vector

Decompiled

undefined (3 params)

/* CBaseEntity::ResolveFlyCollisionSlide(CGameTrace&, Vector&) */

void __thiscall
CBaseEntity::ResolveFlyCollisionSlide(CBaseEntity *this,CGameTrace *param_1,Vector *param_2)

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