CBaseAnimating::TestCollision
0x005de590 · 262 bytes · __thiscall
_ZN14CBaseAnimating13TestCollisionERK5Ray_tjR10CGameTrace
Decompiled
undefined (4 params)
/* CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */
uint __thiscall
CBaseAnimating::TestCollision(CBaseAnimating *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)
{
CGameTrace CVar1;
int *piVar2;
uint uVar3;
undefined4 uVar4;
undefined1 local_34 [12];
undefined1 local_28 [24];
if (*(float *)(this + 0x464) == 1.0) {
uVar3 = 0;
if (((byte)this[0x1b4] & 1) != 0) {
uVar3 = (**(code **)(*(int *)this + 0x44))(this,param_1,param_2,param_3);
if ((char)uVar3 == '\0') {
return 1;
}
if ((1.0 < *(float *)(param_3 + 0x2c) || *(float *)(param_3 + 0x2c) == 1.0) &&
(uVar3 = (uint)(byte)param_3[0x36], param_3[0x36] == (CGameTrace)0x0)) {
CVar1 = param_3[0x37];
goto LAB_005de604;
}
}
}
else {
piVar2 = *(int **)(this + 0x238);
(**(code **)(*piVar2 + 0xc4))(piVar2,local_34,local_28);
uVar4 = (**(code **)(*piVar2 + 300))(piVar2);
(**(code **)(*physcollision + 0x84))(physcollision,param_1,uVar4,local_34,local_28,param_3);
uVar3 = 1;
if ((1.0 < *(float *)(param_3 + 0x2c) || *(float *)(param_3 + 0x2c) == 1.0) &&
(param_3[0x36] == (CGameTrace)0x0)) {
CVar1 = param_3[0x37];
LAB_005de604:
return (uint)(byte)CVar1;
}
}
return uVar3;
}
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.