CGrabController::ComputeMaxSpeed
0x004ebf60 · 374 bytes · __thiscall
_ZN15CGrabController15ComputeMaxSpeedEP11CBaseEntityP14IPhysicsObject
Decompiled
undefined (3 params)
/* CGrabController::ComputeMaxSpeed(CBaseEntity*, IPhysicsObject*) */
void __thiscall
CGrabController::ComputeMaxSpeed(CGrabController *this,CBaseEntity *param_1,IPhysicsObject *param_2)
{
longdouble lVar1;
float fVar2;
float fVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
*(undefined4 *)(this + 0x3c) = 0x447a0000;
*(undefined4 *)(this + 0x34) = 0x45610000;
lVar1 = (longdouble)PhysGetEntityMass(param_1);
fVar3 = (float)lVar1;
fVar2 = *(float *)(physcannon_maxmass._28_4_ + 0x2c);
if (fVar3 <= fVar2) {
return;
}
fVar4 = 500.0;
if (500.0 < fVar3) {
fVar3 = 1.0;
if (fVar2 == 500.0) goto LAB_004ebfeb;
}
else {
fVar4 = fVar3;
if (fVar3 <= fVar2) {
fVar4 = fVar2;
}
if (fVar2 == 500.0) {
fVar3 = (float)(-(uint)(500.0 <= fVar4) & 0x3f800000);
goto LAB_004ebfeb;
}
}
fVar2 = (fVar4 - fVar2) / (500.0 - fVar2);
fVar3 = fVar2 * fVar2 * 3.0 - (fVar2 + fVar2) * fVar2 * fVar2;
LAB_004ebfeb:
lVar1 = (longdouble)(**(code **)(*(int *)param_2 + 0x7c))(param_2);
(**(code **)(*(int *)param_2 + 0x84))(&local_18,param_2);
*(float *)(this + 0x3c) = (300.0 - *(float *)(this + 0x3c)) * fVar3 + *(float *)(this + 0x3c);
*(float *)(this + 0x34) =
((0.025 / (float)lVar1) *
SQRT(local_18 * local_18 + local_10 * local_10 + local_14 * local_14) * 21600.0 -
*(float *)(this + 0x34)) * fVar3 + *(float *)(this + 0x34);
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.