CTankClaw::GetPushDirection
0x0055e950 · 238 bytes · __cdecl
_ZN9CTankClaw16GetPushDirectionEP11CBaseEntity6Vector
Decompiled
undefined (2 params)
/* CTankClaw::GetPushDirection(CBaseEntity*, Vector) */
undefined4 *
CTankClaw::GetPushDirection
(undefined4 *param_1,CTankClaw *param_2,CBaseEntity *param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6)
{
int *piVar1;
char cVar2;
int iVar3;
CBasePlayer *this;
longdouble lVar4;
float fVar5;
undefined4 local_28;
undefined4 local_24;
float local_20;
cVar2 = IsPhysicsTarget(param_2,param_3);
if (cVar2 != '\0') {
iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_2);
if (iVar3 != 0) {
piVar1 = *(int **)(param_3 + 0x238);
fVar5 = 0.033333335;
if (piVar1 != (int *)0x0) {
lVar4 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
fVar5 = (float)lVar4 * 6.666667e-05;
}
this = (CBasePlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_2);
CBasePlayer::EyeVectors(this,(Vector *)&local_28,(Vector *)0x0,(Vector *)0x0);
if (fVar5 <= local_20) {
fVar5 = local_20;
}
local_20 = fVar5;
VectorNormalize((Vector *)&local_28);
*param_1 = local_28;
param_1[1] = local_24;
param_1[2] = local_20;
return param_1;
}
}
CClaw::GetPushDirection(param_1,param_2,param_3,param_4,param_5,param_6);
return param_1;
}
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.