PhysComputeSlideDirection
0x00493d70 · 490 bytes · __cdecl
_Z25PhysComputeSlideDirectionP14IPhysicsObjectRK6VectorS3_PS1_S4_f
Decompiled
undefined (6 params)
/* PhysComputeSlideDirection(IPhysicsObject*, Vector const&, Vector const&, Vector*, Vector*, float)
*/
void PhysComputeSlideDirection
(IPhysicsObject *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
Vector *param_5,float param_6)
{
char cVar1;
int *piVar2;
int *piVar3;
longdouble lVar4;
float fVar5;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_28;
float local_24;
float local_20;
local_30 = *(float *)param_2;
local_38 = *(float *)(param_2 + 4);
local_34 = *(float *)(param_2 + 8);
local_44 = *(float *)param_3;
local_40 = *(float *)(param_3 + 4);
local_3c = *(float *)(param_3 + 8);
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
while (cVar1 = (**(code **)(*piVar2 + 8))(piVar2), cVar1 != '\0') {
piVar3 = (int *)(**(code **)(*piVar2 + 0xc))(piVar2,1);
cVar1 = (**(code **)(*piVar3 + 0x2c))(piVar3);
if ((cVar1 == '\0') ||
(lVar4 = (longdouble)(**(code **)(*piVar3 + 0x78))(piVar3), param_6 < (float)lVar4)) {
(**(code **)(*piVar2 + 0x18))(piVar2,&local_28);
if (param_5 != (Vector *)0x0) {
local_40 = local_40 * local_24 + local_44 * local_28 + local_3c * local_20;
local_44 = local_40 * local_28;
local_3c = local_40 * local_20;
local_40 = local_40 * local_24;
}
fVar5 = local_38 * local_24 + local_30 * local_28 + local_34 * local_20;
if (0.0 < fVar5) {
local_30 = local_30 - local_28 * fVar5;
local_38 = local_38 - local_24 * fVar5;
local_34 = local_34 - fVar5 * local_20;
}
}
(**(code **)(*piVar2 + 0x34))(piVar2);
}
(**(code **)(*(int *)param_1 + 0x148))(param_1,piVar2);
if (param_4 != (Vector *)0x0) {
*(float *)param_4 = local_30;
*(float *)(param_4 + 4) = local_38;
*(float *)(param_4 + 8) = local_34;
}
if (param_5 != (Vector *)0x0) {
*(float *)param_5 = local_44;
*(float *)(param_5 + 4) = local_40;
*(float *)(param_5 + 8) = local_3c;
}
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.