L L4D2node

CGrabController::Simulate

0x004eba90 · 593 bytes · __thiscall

_ZN15CGrabController8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_

Decompiled

undefined (6 params)

/* CGrabController::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&, Vector&) */

undefined4 __thiscall
CGrabController::Simulate
          (CGrabController *this,IPhysicsMotionController *param_1,IPhysicsObject *param_2,
          float param_3,Vector *param_4,Vector *param_5)

{
  float fVar1;
  char cVar2;
  int *piVar3;
  int *piVar4;
  longdouble lVar5;
  Vector local_64 [12];
  Vector local_58 [12];
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  float local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_4c = *(undefined4 *)(this + 0x1c);
  fVar1 = *(float *)(this + 100);
  local_48 = *(undefined4 *)(this + 0x20);
  local_44 = *(undefined4 *)(this + 0x24);
  local_40 = *(undefined4 *)(this + 0x28);
  local_3c = *(undefined4 *)(this + 0x2c);
  local_38 = *(undefined4 *)(this + 0x30);
  local_34 = *(float *)(this + 0x34);
  local_30 = *(undefined4 *)(this + 0x38);
  local_2c = *(undefined4 *)(this + 0x3c);
  local_28 = *(undefined4 *)(this + 0x40);
  local_24 = *(undefined4 *)(this + 0x44);
  local_20 = *(undefined4 *)(this + 0x48);
  piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
  cVar2 = (**(code **)(*piVar3 + 8))(piVar3);
  do {
    if (cVar2 == '\0') {
      (**(code **)(*(int *)param_2 + 0x148))(param_2,piVar3);
      lVar5 = (longdouble)Approach(1.0,*(float *)(this + 0x58),param_3 + param_3);
      local_34 = (float)lVar5;
      *(float *)(this + 0x58) = local_34;
LAB_004ebb78:
      local_34 = local_34 * local_34 * *(float *)(this + 0x34) * local_34;
      lVar5 = (longdouble)
              (**(code **)(*(int *)param_2 + 0x128))
                        (param_2,&local_4c,*(undefined4 *)(this + 0x4c),param_3);
      *(float *)(this + 0x4c) = (float)lVar5;
      (**(code **)(*(int *)param_2 + 0xd4))(param_2,local_64,local_58);
      PhysComputeSlideDirection(param_2,local_64,local_58,local_64,local_58,*(float *)(this + 100));
      (**(code **)(*(int *)param_2 + 0xd0))(param_2,local_64,0);
      *(undefined4 *)param_4 = 0;
      *(undefined4 *)(param_4 + 4) = 0;
      *(undefined4 *)(param_4 + 8) = 0;
      *(undefined4 *)param_5 = 0;
      *(undefined4 *)(param_5 + 4) = 0;
      *(undefined4 *)(param_5 + 8) = 0;
      *(float *)(this + 0x50) = *(float *)(this + 0x50) + param_3;
      return 1;
    }
    piVar4 = (int *)(**(code **)(*piVar3 + 0xc))(piVar3,1);
    cVar2 = (**(code **)(*piVar4 + 0x2c))(piVar4);
    if ((cVar2 == '\0') ||
       (lVar5 = (longdouble)(**(code **)(*piVar4 + 0x78))(piVar4), fVar1 < (float)lVar5)) {
      (**(code **)(*(int *)param_2 + 0x148))(param_2,piVar3);
      lVar5 = (longdouble)Approach(0.1,*(float *)(this + 0x58),param_3 + param_3);
      local_34 = (float)lVar5;
      *(float *)(this + 0x58) = local_34;
      goto LAB_004ebb78;
    }
    (**(code **)(*piVar3 + 0x34))(piVar3);
    cVar2 = (**(code **)(*piVar3 + 8))(piVar3);
  } while( true );
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)