CFourWheelVehiclePhysics::SteeringRest
0x006aea80 · 175 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics12SteeringRestEfRK15vehicleparams_t
Decompiled
undefined (3 params)
/* CFourWheelVehiclePhysics::SteeringRest(float, vehicleparams_t const&) */
void __thiscall
CFourWheelVehiclePhysics::SteeringRest
(CFourWheelVehiclePhysics *this,float param_1,vehicleparams_t *param_2)
{
float fVar1;
longdouble lVar2;
float fVar3;
float fVar4;
fVar4 = *(float *)(param_2 + 0x278);
fVar1 = *(float *)(param_2 + 0x274);
fVar3 = *(float *)(param_2 + 0x26c);
if (fVar4 == fVar1) {
fVar3 = (float)(~-(uint)(param_1 < fVar4) & (uint)*(float *)(param_2 + 0x270) |
(uint)fVar3 & -(uint)(param_1 < fVar4));
}
else {
fVar4 = (param_1 - fVar1) / (fVar4 - fVar1);
if (1.0 <= fVar4) {
fVar4 = 1.0;
}
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
fVar3 = fVar3 + fVar4 * (*(float *)(param_2 + 0x270) - fVar3);
}
lVar2 = (longdouble)Approach(0.0,*(float *)(this + 0x10),fVar3 * *(float *)(gpGlobals + 0x10));
*(float *)(this + 0x10) = (float)lVar2;
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.