CTerrorGameMovement::UpdateMinGroundNormalZ
0x004fadc0 · 483 bytes · __thiscall
_ZN19CTerrorGameMovement22UpdateMinGroundNormalZEv
Decompiled
undefined (1 param)
/* CTerrorGameMovement::UpdateMinGroundNormalZ() */
void __thiscall CTerrorGameMovement::UpdateMinGroundNormalZ(CTerrorGameMovement *this)
{
CBaseEntity *this_00;
int iVar1;
ITraceFilter *pIVar2;
uint uVar3;
Vector *pVVar4;
Vector *pVVar5;
int iVar6;
undefined *puVar7;
ITraceFilter *local_8c;
undefined4 local_88;
undefined4 local_84;
float local_80;
undefined4 local_7c;
undefined4 local_78;
float local_74;
CGameTrace local_70 [32];
float local_50;
this_00 = *(CBaseEntity **)(this + 0x810);
iVar1 = CBaseEntity::GetTeamNumber(this_00);
if (iVar1 == 3) {
iVar6 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
iVar1 = *(int *)(this + 0x810);
if ((iVar6 == 3) && (*(char *)(iVar1 + 0x1a90) != '\0')) {
*(undefined4 *)(this + 0x868) = *(undefined4 *)(ZombieHunterGroundNormal._28_4_ + 0x2c);
return;
}
}
else {
iVar1 = *(int *)(this + 0x810);
}
uVar3 = *(uint *)(iVar1 + 0x33c4);
if ((((uVar3 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar7 + 4) != 0)) {
iVar1 = *(int *)(this + 8);
local_88 = *(undefined4 *)(iVar1 + 0x9c);
local_84 = *(undefined4 *)(iVar1 + 0xa0);
local_80 = *(float *)(iVar1 + 0xa4);
local_74 = local_80 - 24.0;
local_7c = local_88;
local_78 = local_84;
pIVar2 = (ITraceFilter *)(**(code **)(*(int *)this + 0x108))(this,8);
local_8c = pIVar2;
uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
pVVar4 = (Vector *)(**(code **)(*(int *)this + 0x80))(this);
pVVar5 = (Vector *)(**(code **)(*(int *)this + 0x7c))(this);
TracePlayerBBoxForGround
(*(ITraceListData **)(this + 0x7cc),(Vector *)&local_88,(Vector *)&local_7c,pVVar5,
pVVar4,uVar3,pIVar2,local_70,0.7,true,(int *)(this + 2000));
(**(code **)(*(int *)this + 0x10c))(this,&local_8c);
*(uint *)(this + 0x868) =
~-(uint)(0.7 <= local_50) & 0x3f333333 | -(uint)(0.7 <= local_50) & 0xbf800000;
return;
}
*(undefined4 *)(this + 0x868) = 0x3f333333;
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.