StepAlongClimbableSurface
0x0070ae60 · 201 bytes · __cdecl
_Z25StepAlongClimbableSurfaceR6VectorRKS_S2_
Decompiled
undefined (3 params)
/* StepAlongClimbableSurface(Vector&, Vector const&, Vector const&) */
void StepAlongClimbableSurface(Vector *param_1,Vector *param_2,Vector *param_3)
{
char cVar1;
float fVar2;
float fVar3;
float fVar4;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
fVar2 = *(float *)param_1;
fVar3 = *(float *)(param_1 + 4);
fVar4 = *(float *)(param_1 + 8);
while( true ) {
local_34 = (fVar2 + *(float *)param_2) - *(float *)param_3;
local_28 = fVar2 + *(float *)param_2 + *(float *)param_3;
local_30 = (fVar3 + *(float *)(param_2 + 4)) - *(float *)(param_3 + 4);
local_24 = fVar3 + *(float *)(param_2 + 4) + *(float *)(param_3 + 4);
local_20 = fVar4 + *(float *)(param_2 + 8) + *(float *)(param_3 + 8);
local_2c = (fVar4 + *(float *)(param_2 + 8)) - *(float *)(param_3 + 8);
cVar1 = CheckForClimbableSurface((Vector *)&local_34,(Vector *)&local_28);
if (cVar1 == '\0') break;
fVar2 = *(float *)param_2 + *(float *)param_1;
*(float *)param_1 = fVar2;
fVar3 = *(float *)(param_2 + 4) + *(float *)(param_1 + 4);
*(float *)(param_1 + 4) = fVar3;
fVar4 = *(float *)(param_2 + 8) + *(float *)(param_1 + 8);
*(float *)(param_1 + 8) = fVar4;
}
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.