L L4D2node

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 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)