CRagdoll2::AddHit
0x004a0930 · 810 bytes · __thiscall
_ZN9CRagdoll26AddHitERK6VectorS2_
Decompiled
undefined (3 params)
/* CRagdoll2::AddHit(Vector const&, Vector const&) */
void __thiscall CRagdoll2::AddHit(CRagdoll2 *this,Vector *param_1,Vector *param_2)
{
undefined4 uVar1;
int *piVar2;
code *pcVar3;
CRagdoll2 *pCVar4;
int **ppiVar5;
int *piVar6;
int iVar7;
longdouble lVar8;
float fVar9;
float fVar10;
int aiStack_a4 [2];
int *local_9c;
int local_98 [5];
float local_84;
float local_80;
float local_7c;
int local_78;
float local_74;
float local_70;
float local_6c;
float local_68;
float local_64;
float local_60;
float local_5c;
float local_58;
float local_54;
float local_50;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
if (*(int *)(this + 8) < 1) {
local_50 = 1.0;
}
else {
pCVar4 = this + 0x20;
local_50 = 0.0;
iVar7 = 0;
do {
piVar2 = *(int **)pCVar4;
if (piVar2 != (int *)0x0) {
local_9c = piVar2;
lVar8 = (longdouble)(**(code **)(*piVar2 + 0x78))();
local_54 = (float)lVar8;
local_50 = local_54 + local_50;
}
iVar7 = iVar7 + 1;
pCVar4 = pCVar4 + 0x54;
} while (iVar7 < *(int *)(this + 8));
if (local_50 <= 1.0) {
local_50 = 1.0;
}
}
local_80 = 1.0;
local_50 = *(float *)(phys2_ragdoll_force_magnitude._28_4_ + 0x2c) / local_50;
fVar10 = *(float *)(param_1 + 4) * local_50;
local_58 = *(float *)param_1 * local_50;
fVar9 = *(float *)(param_1 + 8) * local_50;
local_7c = SQRT(local_58 * local_58 + fVar10 * fVar10 + fVar9 * fVar9);
if (0.01 <= local_7c) {
local_5c = 1.0 / local_7c;
local_84 = *(float *)(phys2_ragdoll_torque_magnitude._28_4_ + 0x2c);
pCVar4 = this + 0x24;
local_58 = local_58 * local_5c;
local_50 = fVar10 * local_5c;
local_5c = local_5c * fVar9;
if (0 < *(int *)(this + 8)) {
local_78 = 0;
ppiVar5 = &local_9c;
do {
piVar2 = *(int **)pCVar4;
piVar6 = (int *)ppiVar5;
if (piVar2 != (int *)0x0) {
iVar7 = *piVar2;
*ppiVar5 = (int *)&local_40;
ppiVar5[1] = piVar2;
pcVar3 = *(code **)(iVar7 + 0x94);
ppiVar5[-1] = (int *)0x4a0a7f;
(*pcVar3)();
piVar6 = (int *)(ppiVar5 + -1);
local_64 = *(float *)(param_2 + 4) - local_3c;
local_70 = *(float *)(param_2 + 8) - local_38;
local_68 = *(float *)param_2;
*ppiVar5 = (int *)0x3f933333;
ppiVar5[-1] = (int *)0x3f59999a;
local_68 = local_68 - local_40;
local_74 = local_5c * local_64 - local_50 * local_70;
local_6c = local_58 * local_70 - local_5c * local_68;
local_54 = local_50 * local_68 - local_58 * local_64;
ppiVar5[-2] = (int *)0x4a0b15;
lVar8 = (longdouble)RandomFloat();
local_60 = (float)lVar8;
local_20 = (local_60 * local_7c) /
(((local_54 * local_68 - local_74 * local_70) * local_50 +
(local_70 * local_6c - local_54 * local_64) * local_58 +
(local_64 * local_74 - local_68 * local_6c) * local_5c) * local_84 + local_80)
;
local_2c = local_84 * local_20;
local_24 = local_50 * local_20;
local_30 = local_6c * local_2c;
local_34 = local_74 * local_2c;
local_2c = local_54 * local_2c;
local_28 = local_58 * local_20;
local_20 = local_20 * local_5c;
iVar7 = *piVar2;
ppiVar5[1] = (int *)&local_34;
*ppiVar5 = (int *)&local_28;
ppiVar5[-1] = piVar2;
pcVar3 = *(code **)(iVar7 + 0x28);
ppiVar5[-2] = (int *)0x4a0bfe;
(*pcVar3)();
iVar7 = *piVar2;
ppiVar5[1] = (int *)*(int *)(phys2_ragdoll_clamp_angular_velocity._28_4_ + 0x2c);
uVar1 = *(undefined4 *)(phys2_ragdoll_clamp_linear_velocity._28_4_ + 0x2c);
ppiVar5[-1] = piVar2;
*ppiVar5 = (int *)uVar1;
pcVar3 = *(code **)(iVar7 + 0x90);
ppiVar5[-2] = (int *)0x4a0c2b;
(*pcVar3)();
}
local_78 = local_78 + 1;
pCVar4 = pCVar4 + 0x54;
ppiVar5 = (int **)piVar6;
} while (local_78 < *(int *)(this + 8));
}
}
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.