CIterativeSheetSimulator::DetectCollisions
0x004b0c30 · 180 bytes · __thiscall
_ZN24CIterativeSheetSimulator16DetectCollisionsEv
Decompiled
undefined (1 param)
/* CIterativeSheetSimulator::DetectCollisions() */
void __thiscall CIterativeSheetSimulator::DetectCollisions(CIterativeSheetSimulator *this)
{
CIterativeSheetSimulator CVar1;
int iVar2;
int iVar3;
if ('\0' < (char)this[0xb2]) {
iVar3 = 0;
iVar2 = (int)(char)this[0xb3];
do {
if (this[0xb4] == (CIterativeSheetSimulator)0x0) {
CSheetSimulator::DetectCollision
((CSheetSimulator *)this,iVar2,
((float)((char)this[0xb1] + -1) / (float)((char)this[0xb0] + -1)) * 6.0);
}
else {
CSheetSimulator::InitPosition((CSheetSimulator *)this,iVar2);
}
CVar1 = this[0xb3];
this[0xb3] = (CIterativeSheetSimulator)((char)CVar1 + '\x01');
iVar2 = (int)(char)((char)CVar1 + '\x01');
if (*(int *)this * *(int *)(this + 4) <= iVar2) {
this[0xb3] = (CIterativeSheetSimulator)0xff;
this[0xb4] = (CIterativeSheetSimulator)0x0;
return;
}
iVar3 = iVar3 + 1;
} while (iVar3 < (char)this[0xb2]);
}
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.