CEnvShake::Think
0x00689880 · 529 bytes · __thiscall
_ZN9CEnvShake5ThinkEv
Decompiled
undefined (1 param)
/* CEnvShake::Think() */
void __thiscall CEnvShake::Think(CEnvShake *this)
{
int iVar1;
int *piVar2;
int iVar3;
longdouble lVar4;
float fVar5;
float fVar6;
double dVar7;
piVar2 = random_valve;
fVar5 = *(float *)(gpGlobals + 0xc);
if (*(float *)(this + 0x454) <= fVar5 && fVar5 != *(float *)(this + 0x454)) {
*(float *)(this + 0x454) = 1.0 / *(float *)(this + 0x444) + fVar5;
lVar4 = (longdouble)(**(code **)(*piVar2 + 4))(piVar2,0xbf800000,0x3f800000);
piVar2 = random_valve;
*(float *)(this + 0x45c) = (float)lVar4;
lVar4 = (longdouble)(**(code **)(*piVar2 + 4))(piVar2,0xbf800000,0x3f800000);
*(undefined4 *)(this + 0x464) = 0x40800000;
*(float *)(this + 0x460) = (float)lVar4;
VectorNormalize((Vector *)(this + 0x45c));
iVar3 = gpGlobals;
fVar5 = *(float *)(this + 0x458) * 400.0;
*(float *)(this + 0x45c) = *(float *)(this + 0x45c) * fVar5;
*(float *)(this + 0x460) = *(float *)(this + 0x460) * fVar5;
*(float *)(this + 0x464) = fVar5 * *(float *)(this + 0x464);
fVar5 = *(float *)(iVar3 + 0xc);
}
fVar6 = (*(float *)(this + 0x450) - fVar5) / *(float *)(this + 0x448);
if (0.0 <= fVar6) {
if (fVar6 == 0.0) {
fVar5 = 0.0;
}
else {
dVar7 = sin((double)((*(float *)(this + 0x444) / fVar6) * fVar5));
fVar5 = (float)(dVar7 * (double)(fVar6 * fVar6));
}
iVar3 = 0;
do {
*(float *)(this + iVar3 * 4 + 0x470) = *(float *)(this + iVar3 * 4 + 0x45c) * fVar5;
iVar1 = gpGlobals;
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
*(float *)(this + 0x458) =
*(float *)(this + 0x458) -
(*(float *)(gpGlobals + 0x10) / (*(float *)(this + 0x444) * *(float *)(this + 0x448))) *
*(float *)(this + 0x458);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar1 + 0xc),(char *)0x0);
return;
}
/* WARNING: Could not recover jumptable at 0x00689a93. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x468) + 0x1c))();
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.