CFourWheelVehiclePhysics::ParseVehicleScript
0x006ad320 · 331 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics18ParseVehicleScriptEPKcR7solid_tR15vehicleparams_t
Decompiled
undefined (4 params)
/* CFourWheelVehiclePhysics::ParseVehicleScript(char const*, solid_t&, vehicleparams_t&) */
undefined4 __thiscall
CFourWheelVehiclePhysics::ParseVehicleScript
(CFourWheelVehiclePhysics *this,char *param_1,solid_t *param_2,vehicleparams_t *param_3)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int *piVar4;
CBaseEntity *pCVar5;
PhysFindOrAddVehicleScript(param_1,param_3,(vehiclesounds_t *)0x0);
*(undefined4 *)(this + 0x11c) = *(undefined4 *)(param_3 + 0x60);
CalcWheelData(this,param_3);
uVar1 = *(uint *)(this + 4);
piVar4 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
piVar4 = *(int **)(puVar3 + 4);
}
iVar2 = (**(code **)(*piVar4 + 0x1c))(piVar4);
uVar1 = *(uint *)(this + 4);
pCVar5 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar5 = *(CBaseEntity **)(puVar3 + 4);
}
PhysModelParseSolid(param_2,pCVar5,iVar2);
if (((*(float *)(param_3 + 8) != vec3_origin) || (DAT_01053d4c != *(float *)(param_3 + 0xc))) ||
(DAT_01053d50 != *(float *)(param_3 + 0x10))) {
*(float *)(param_2 + 0x600) = *(float *)(param_3 + 8);
*(undefined4 *)(param_2 + 0x604) = *(undefined4 *)(param_3 + 0xc);
*(undefined4 *)(param_2 + 0x608) = *(undefined4 *)(param_3 + 0x10);
*(solid_t **)(param_2 + 0x614) = param_2 + 0x600;
}
if (0.0 < *(float *)(param_3 + 0x14)) {
*(float *)(param_2 + 0x618) = *(float *)(param_3 + 0x14);
}
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.