PhysHasContactWithOtherInDirection
0x00493f70 · 199 bytes · __cdecl
_Z34PhysHasContactWithOtherInDirectionP14IPhysicsObjectRK6Vector
Decompiled
undefined (2 params)
/* PhysHasContactWithOtherInDirection(IPhysicsObject*, Vector const&) */
undefined4 PhysHasContactWithOtherInDirection(IPhysicsObject *param_1,Vector *param_2)
{
char cVar1;
int iVar2;
int *piVar3;
int *piVar4;
int iVar5;
undefined4 uVar6;
float local_28;
float local_24;
float local_20;
iVar2 = (**(code **)(*(int *)param_1 + 0x48))(param_1);
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
do {
cVar1 = (**(code **)(*piVar3 + 8))(piVar3);
if (cVar1 == '\0') {
uVar6 = 0;
LAB_00494014:
(**(code **)(*(int *)param_1 + 0x148))(param_1,piVar3);
return uVar6;
}
piVar4 = (int *)(**(code **)(*piVar3 + 0xc))(piVar3,1);
iVar5 = (**(code **)(*piVar4 + 0x48))(piVar4);
if (iVar2 != iVar5) {
(**(code **)(*piVar3 + 0x18))(piVar3,&local_28);
if (0.0 < *(float *)(param_2 + 4) * local_24 + *(float *)param_2 * local_28 +
*(float *)(param_2 + 8) * local_20) {
uVar6 = 1;
goto LAB_00494014;
}
}
(**(code **)(*piVar3 + 0x34))(piVar3);
} while( true );
}
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.