CBaseCombatWeapon::FallInit
0x005feb50 · 559 bytes · __thiscall
_ZN17CBaseCombatWeapon8FallInitEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::FallInit() */
void __thiscall CBaseCombatWeapon::FallInit(CBaseCombatWeapon *this)
{
CCollisionProperty *this_00;
code *pcVar1;
int *piVar2;
undefined4 uVar3;
uint uVar4;
int iVar5;
int *piVar6;
undefined1 local_d4 [16];
matrix3x4_t local_c4 [48];
matrix3x4_t local_94 [48];
matrix3x4_t local_64 [48];
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined1 local_20;
pcVar1 = *(code **)(*(int *)this + 0x70);
uVar3 = (**(code **)(*(int *)this + 0x508))(this);
(*pcVar1)(this,uVar3);
this_00 = (CCollisionProperty *)(this + 0x194);
(**(code **)(*(int *)this + 0x298))(this);
uVar4 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00);
iVar5 = CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,6,uVar4 | 0x1008,0,0);
piVar6 = g_PhysWorldObject;
if (iVar5 == 0) {
CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
CCollisionProperty::SetSolid(this_00,2);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 8));
}
else if (((byte)this[0x148] & 1) != 0) {
piVar2 = *(int **)(this + 0x238);
if ((piVar2 != (int *)0x0) && (g_PhysWorldObject != (int *)0x0)) {
SetIdentityMatrix(local_64);
local_20 = 1;
local_30 = 0;
local_2c = 0;
local_34 = 0x3f800000;
local_28 = 0x3f800000;
local_24 = 0x3f800000;
(**(code **)(*piVar6 + 200))(piVar6,local_94);
MatrixInvert(local_94,local_c4);
(**(code **)(*piVar2 + 200))(piVar2,local_94);
ConcatTransforms(local_c4,local_94,local_64);
local_30 = 0x458e0ba3;
local_2c = 0x458e0ba3;
piVar6 = (int *)(**(code **)(*physenv + 0x48))(physenv,piVar6,piVar2,0,local_64);
*(int **)(this + 0x1478) = piVar6;
(**(code **)(*piVar6 + 0x10))(piVar6,this);
}
}
(**(code **)(*(int *)this + 0x3cc))(this);
CBaseEntity::ThinkSet((_func_void *)local_d4,(float)this,(char *)0x5a9);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
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.