CRagdoll2::AddConstraints
0x004a14e0 · 970 bytes · __thiscall
_ZN9CRagdoll214AddConstraintsEfP20cache_ragdollsolid_tiPK25cache_ragdollconstraint_ti
Decompiled
undefined (6 params)
/* CRagdoll2::AddConstraints(float, cache_ragdollsolid_t*, int, cache_ragdollconstraint_t const*,
int) */
void __thiscall
CRagdoll2::AddConstraints
(CRagdoll2 *this,float param_1,cache_ragdollsolid_t *param_2,int param_3,
cache_ragdollconstraint_t *param_4,int param_5)
{
int *piVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
bool bVar6;
undefined4 local_d0;
undefined4 local_cc;
undefined4 local_c8;
undefined4 local_c4;
undefined4 local_c0;
undefined1 local_bc;
matrix3x4_t local_b8 [48];
undefined4 local_88;
undefined4 local_84;
undefined4 local_80;
float local_7c;
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
float local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
float local_5c;
int local_58;
int local_54;
float local_50;
float local_4c;
undefined4 local_48;
float local_44;
float local_40;
float local_3c;
undefined4 local_38;
float local_34;
float local_30;
float local_2c;
undefined4 local_28;
float local_24;
undefined1 local_20;
undefined1 local_1f;
undefined1 local_1e;
if (((*(int *)(this + 8) != 0) && (*(int *)(phys2_ragdoll_create_constraints._28_4_ + 0x30) != 0))
&& (0 < param_5)) {
iVar5 = 0;
do {
local_1f = 1;
local_cc = 0;
local_c8 = 0;
local_d0 = 0x3f800000;
local_c4 = 0x3f800000;
local_c0 = 0x3f800000;
local_bc = 1;
SetIdentityMatrix(local_b8);
SetIdentityMatrix((matrix3x4_t *)&local_88);
local_58 = -1;
local_54 = -1;
local_50 = 0.0;
local_4c = 0.0;
local_48 = 0;
local_44 = 0.0;
local_40 = 0.0;
local_3c = 0.0;
local_38 = 0;
local_34 = 0.0;
local_30 = 0.0;
local_2c = 0.0;
local_28 = 0;
local_24 = 0.0;
local_20 = 0;
local_1e = 0;
_V_memcpy(&local_50,param_4,0x30);
if (0.0 < param_1) {
local_44 = local_44 * param_1;
local_34 = local_34 * param_1;
local_24 = local_24 * param_1;
}
iVar2 = (int)*(short *)(param_2 + *(short *)(param_4 + 0x60) * 0x38 + 0x34);
iVar4 = (int)*(short *)(param_2 + *(short *)(param_4 + 0x62) * 0x38 + 0x34);
if (((iVar2 < *(int *)(this + 8)) && (iVar4 < *(int *)(this + 8))) &&
((*(int *)(this + iVar4 * 0x54 + 0x24) != 0 && (*(int *)(this + iVar2 * 0x54 + 0x24) != 0))
)) {
local_88 = *(undefined4 *)(param_4 + 0x30);
local_5c = *(float *)(this + 0x8a8);
local_84 = *(undefined4 *)(param_4 + 0x34);
local_1e = 1;
local_80 = *(undefined4 *)(param_4 + 0x38);
local_78 = *(undefined4 *)(param_4 + 0x40);
local_7c = *(float *)(param_4 + 0x3c) * local_5c;
local_74 = *(undefined4 *)(param_4 + 0x44);
local_70 = *(undefined4 *)(param_4 + 0x48);
local_68 = *(undefined4 *)(param_4 + 0x50);
local_6c = *(float *)(param_4 + 0x4c) * local_5c;
local_64 = *(undefined4 *)(param_4 + 0x54);
local_60 = *(undefined4 *)(param_4 + 0x58);
local_5c = local_5c * *(float *)(param_4 + 0x5c);
local_58 = iVar2;
local_54 = iVar4;
SetIdentityMatrix(local_b8);
if (*(int *)(g_cv_phys2_ragdoll_log._28_4_ + 0x30) != 0) {
Msg("New Constraint: %s-%s (%g..%g,%g..%g,%g..%g)\n",
*(undefined4 *)(*(int *)(*(int *)(this + 0x8a4) + 0x20) + iVar4 * 4),
*(undefined4 *)(*(int *)(*(int *)(this + 0x8a4) + 0x20) + iVar2 * 4),(double)local_50,
(double)local_4c,(double)local_40,(double)local_3c,(double)local_30,(double)local_2c);
}
uVar3 = (**(code **)(*g_pPhys2World + 0x20))
(g_pPhys2World,*(undefined4 *)(this + iVar4 * 0x54 + 0x24),
*(undefined4 *)(this + iVar2 * 0x54 + 0x24),&local_d0,1);
piVar1 = s_pRecorder;
bVar6 = s_pRecorder != (int *)0x0;
*(undefined4 *)(this + iVar4 * 0x54 + 0x2c) = uVar3;
if (bVar6) {
(**(code **)(*piVar1 + 0xc))(piVar1,uVar3);
}
}
iVar5 = iVar5 + 1;
param_4 = param_4 + 100;
} while (iVar5 != param_5);
}
return;
}
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paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.