CEnvTilt::ApplyTilt
0x0068a7c0 · 266 bytes · __thiscall
_ZN8CEnvTilt9ApplyTiltE14ShakeCommand_t
Decompiled
undefined (2 params)
/* CEnvTilt::ApplyTilt(ShakeCommand_t) */
void __thiscall CEnvTilt::ApplyTilt(CEnvTilt *this,undefined4 param_2)
{
undefined4 uVar1;
undefined4 uVar2;
uint uVar3;
undefined4 uVar4;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
uVar3 = *(uint *)(this + 0x148);
if ((uVar3 & 0x60) != 0x60) {
uVar1 = *(undefined4 *)(this + 0x448);
uVar4 = 0;
if ((uVar3 & 1) == 0) {
uVar4 = *(undefined4 *)(this + 0x444);
}
uVar2 = *(undefined4 *)(this + 0x440);
if (((byte)this[0x14d] & 8) == 0) {
local_18 = *(undefined4 *)(this + 0x37c);
local_14 = 0;
local_10 = *(undefined4 *)(this + 900);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_18 = *(undefined4 *)(this + 0x37c);
local_14 = 0;
local_10 = *(undefined4 *)(this + 900);
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
UTIL_ScreenTilt(this + 0x2e0,&local_18,uVar2,uVar4,uVar1,param_2,uVar3 >> 7 & 1);
}
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.