CheckForClimbableSurface
0x0070acb0 · 417 bytes · __cdecl
_Z24CheckForClimbableSurfaceRK6VectorS1_
Decompiled
undefined (2 params)
/* CheckForClimbableSurface(Vector const&, Vector const&) */
uint CheckForClimbableSurface(Vector *param_1,Vector *param_2)
{
uint uVar1;
int iVar2;
CTraceFilterSimple local_cc [16];
float local_bc;
float local_b8;
float local_b4;
float local_ac;
float local_a8;
float local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined4 local_88;
undefined4 local_84;
undefined4 local_7c;
undefined1 local_78;
undefined1 local_77;
Vector local_60 [12];
Vector local_54 [32];
float local_34;
uint local_30;
short local_20;
local_7c = 0;
local_78 = 1;
local_bc = *(float *)param_1;
local_b4 = *(float *)(param_1 + 8);
local_ac = *(float *)param_2 - local_bc;
local_b8 = *(float *)(param_1 + 4);
local_a4 = *(float *)(param_2 + 8) - local_b4;
local_a8 = *(float *)(param_2 + 4) - local_b8;
local_84 = 0;
local_88 = 0;
local_8c = 0;
local_77 = local_a4 * local_a4 + local_ac * local_ac + local_a8 * local_a8 != 0.0;
local_94 = 0;
local_98 = 0;
local_9c = 0;
CTraceFilterSimple::CTraceFilterSimple
(local_cc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x2420b,local_cc,local_60);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
}
uVar1 = 0;
if (local_34 != 1.0) {
iVar2 = (**(code **)(*physprops + 0x18))(physprops,(int)local_20);
uVar1 = 1;
if (*(char *)(iVar2 + 0x4e) == '\0') {
return local_30 >> 0x1d & 1;
}
}
return uVar1;
}
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.