CFourWheelVehiclePhysics::VPhysicsUpdate
0x006ae440 · 723 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CFourWheelVehiclePhysics::VPhysicsUpdate(IPhysicsObject*) */
undefined4 __thiscall
CFourWheelVehiclePhysics::VPhysicsUpdate(CFourWheelVehiclePhysics *this,IPhysicsObject *param_1)
{
float fVar1;
float fVar2;
uint uVar3;
IPhysicsObject *pIVar4;
int iVar5;
CStudioHdr *pCVar6;
int iVar7;
undefined *puVar8;
CStudioHdr *pCVar9;
int iVar10;
CBaseEntity *this_00;
CBaseAnimating *pCVar11;
int local_34;
float local_28 [2];
float local_20;
uVar3 = *(uint *)(this + 4);
pIVar4 = _DAT_00000238;
if (((uVar3 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar3 >> 0xc)) {
pIVar4 = *(IPhysicsObject **)(*(int *)(puVar8 + 4) + 0x238);
}
if (pIVar4 == param_1) {
return 1;
}
if (*(int *)(this + 0x60) < 1) {
return 0;
}
iVar10 = 0;
if (*(IPhysicsObject **)(this + 0x50) == param_1) {
local_34 = 4;
iVar10 = 0;
}
else {
do {
local_34 = iVar10;
iVar10 = local_34 + 1;
if (iVar10 == *(int *)(this + 0x60)) {
return 0;
}
} while (*(IPhysicsObject **)(this + iVar10 * 4 + 0x50) != param_1);
local_34 = local_34 + 5;
}
this_00 = (CBaseEntity *)0x0;
(**(code **)(*(int *)param_1 + 0xc4))
(param_1,this + iVar10 * 0xc + 100,this + iVar10 * 0xc + 0x94);
uVar3 = *(uint *)(this + 4);
if (((uVar3 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar3 >> 0xc)) {
this_00 = *(CBaseEntity **)(puVar8 + 4);
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
VectorITransform((float *)(this + iVar10 * 0xc + 100),(matrix3x4_t *)(this_00 + 0x28c),local_28);
fVar1 = *(float *)(this + iVar10 * 4 + 0xc4);
iVar5 = *(int *)(this + iVar10 * 4 + 0xe4);
fVar2 = *(float *)(this + iVar10 * 4 + 0xd4);
uVar3 = *(uint *)(this + 4);
if (((uVar3 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar8 + 8) != uVar3 >> 0xc)) {
pCVar11 = (CBaseAnimating *)0x0;
}
else {
pCVar11 = *(CBaseAnimating **)(puVar8 + 4);
}
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
if (pCVar6 == (CStudioHdr *)0x0) {
iVar7 = CBaseEntity::GetModel((CBaseEntity *)pCVar11);
if (iVar7 == 0) {
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(pCVar11);
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
}
pCVar9 = (CStudioHdr *)0x0;
if (pCVar6 != (CStudioHdr *)0x0) goto LAB_006ae5a6;
}
else {
LAB_006ae5a6:
pCVar9 = (CStudioHdr *)0x0;
if (*(int *)pCVar6 != 0) {
pCVar9 = pCVar6;
}
}
CBaseAnimating::SetPoseParameter(pCVar11,pCVar9,iVar5,(fVar1 - local_20) / fVar2);
fVar1 = *(float *)(this + iVar10 * 0xc + 0x9c);
iVar10 = *(int *)(this + local_34 * 4 + 0xe4);
uVar3 = *(uint *)(this + 4);
if (((uVar3 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar8 + 8) != uVar3 >> 0xc)) {
pCVar11 = (CBaseAnimating *)0x0;
}
else {
pCVar11 = *(CBaseAnimating **)(puVar8 + 4);
}
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
if (pCVar6 == (CStudioHdr *)0x0) {
iVar5 = CBaseEntity::GetModel((CBaseEntity *)pCVar11);
if (iVar5 == 0) {
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(pCVar11);
pCVar6 = *(CStudioHdr **)(pCVar11 + 0x13e0);
}
pCVar9 = (CStudioHdr *)0x0;
if (pCVar6 == (CStudioHdr *)0x0) goto LAB_006ae626;
}
pCVar9 = (CStudioHdr *)0x0;
if (*(int *)pCVar6 != 0) {
pCVar9 = pCVar6;
}
LAB_006ae626:
CBaseAnimating::SetPoseParameter(pCVar11,pCVar9,iVar10,-fVar1);
return 0;
}
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.