CTankClaw::GetPushForce
0x0055ea50 · 176 bytes · __cdecl
_ZN9CTankClaw12GetPushForceEP11CBaseEntity6Vector
Decompiled
undefined (2 params)
/* CTankClaw::GetPushForce(CBaseEntity*, Vector) */
longdouble CTankClaw::GetPushForce(CTankClaw *param_1,CBaseEntity *param_2)
{
int *piVar1;
char cVar2;
int iVar3;
longdouble lVar4;
float fVar5;
cVar2 = IsPhysicsTarget(param_1,param_2);
if (cVar2 != '\0') {
iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_1);
if (iVar3 != 0) {
piVar1 = *(int **)(param_2 + 0x238);
fVar5 = 400.0;
if (piVar1 != (int *)0x0) {
lVar4 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
fVar5 = (float)lVar4;
if (fVar5 <= 100.0) {
fVar5 = 100.0;
}
if (1500.0 <= fVar5) {
fVar5 = 1500.0;
}
fVar5 = fVar5 - 100.0;
}
return (longdouble)
((*(float *)(HulkSwingPhysicsPropForce._28_4_ + 0x2c) + -1.0) * 0.0007142857 * fVar5 +
1.0);
}
}
return (longdouble)1.0;
}
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.