CSheetSimulator::EulerStep
0x004b0890 · 415 bytes · __thiscall
_ZN15CSheetSimulator9EulerStepEf
Decompiled
undefined (2 params)
/* CSheetSimulator::EulerStep(float) */
void __thiscall CSheetSimulator::EulerStep(CSheetSimulator *this,float param_1)
{
float fVar1;
float fVar2;
int iVar3;
float *pfVar4;
int iVar5;
int iVar6;
float fVar7;
float fVar8;
iVar5 = 0;
iVar6 = 0;
if (0 < *(int *)this * *(int *)(this + 4)) {
do {
iVar6 = iVar6 + 1;
iVar3 = *(int *)(this + 8) + iVar5;
iVar5 = iVar5 + 0x34;
*(undefined4 *)(iVar3 + 0x1c) = 0;
*(undefined4 *)(iVar3 + 0x20) = 0;
*(undefined4 *)(iVar3 + 0x24) = 0;
} while (iVar6 < *(int *)this * *(int *)(this + 4));
}
ComputeForces(this);
iVar6 = 0;
iVar5 = 0;
if (0 < *(int *)this * *(int *)(this + 4)) {
do {
iVar3 = *(int *)(this + 8) + iVar6;
*(float *)(iVar3 + 8) = *(float *)(iVar3 + 0x14) * param_1 + *(float *)(iVar3 + 8);
*(float *)(iVar3 + 0xc) = *(float *)(iVar3 + 0x18) * param_1 + *(float *)(iVar3 + 0xc);
*(float *)(iVar3 + 4) = *(float *)(iVar3 + 0x10) * param_1 + *(float *)(iVar3 + 4);
pfVar4 = (float *)(*(int *)(this + 8) + iVar6);
fVar8 = 1.0 / *pfVar4;
pfVar4[5] = pfVar4[8] * fVar8 * param_1 + pfVar4[5];
pfVar4[6] = pfVar4[9] * fVar8 * param_1 + pfVar4[6];
pfVar4[4] = fVar8 * pfVar4[7] * param_1 + pfVar4[4];
iVar3 = *(int *)(this + 8) + iVar6;
fVar8 = *(float *)(iVar3 + 0x10);
fVar1 = *(float *)(iVar3 + 0x14);
fVar2 = *(float *)(iVar3 + 0x18);
fVar7 = fVar8 * fVar8 + fVar1 * fVar1 + fVar2 * fVar2;
if (1e+06 < fVar7) {
fVar7 = 1000.0 / SQRT(fVar7);
*(float *)(iVar3 + 0x10) = fVar8 * fVar7;
*(float *)(iVar3 + 0x14) = fVar1 * fVar7;
*(float *)(iVar3 + 0x18) = fVar2 * fVar7;
}
iVar5 = iVar5 + 1;
iVar6 = iVar6 + 0x34;
} while (iVar5 < *(int *)this * *(int *)(this + 4));
}
SatisfyCollisionConstraints(this);
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.