ILocomotion::HasPotentialGap
0x007563c0 · 921 bytes · __thiscall
_ZNK11ILocomotion15HasPotentialGapERK6VectorS2_Pf
Decompiled
undefined (4 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* ILocomotion::HasPotentialGap(Vector const&, Vector const&, float*) const */
undefined4 __thiscall
ILocomotion::HasPotentialGap(ILocomotion *this,Vector *param_1,Vector *param_2,float *param_3)
{
uint *puVar1;
int iVar2;
char cVar3;
int *piVar4;
int iVar5;
undefined4 uVar6;
longdouble lVar7;
longdouble lVar8;
float fVar9;
float fVar10;
float fVar11;
float fVar12;
float fVar13;
float local_60;
float local_50;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_40;
undefined4 local_3c;
int local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_4c = 0;
local_48 = 0;
if (_towlower == 0) {
local_38 = 0;
}
else {
(**(code **)(_towlower + 0x50))
(_towlower,&local_4c,0,0,0,0,
"/data/src/game/server/nextbot/nextbotlocomotioninterface.cpp",0xe9,
&HasPotentialGap(Vector_const&,Vector_const&,float*)::tm_fmt,"(%s)%s","NextBot",
"Locomotion::HasPotentialGap");
local_38 = _towlower;
}
iVar2 = _DAT_0105db00;
local_40 = local_4c;
local_3c = local_48;
/* try { // try from 00756688 to 007566e9 has its CatchHandler @ 0075679e */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar5 = ThreadGetCurrentId(), iVar2 == iVar5)) {
if ((char *)*_DAT_0105d15c != "Locomotion::HasPotentialGap") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xca9550,(char *)0x0,0xca8906);
}
puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
*puVar1 = *puVar1 | 4;
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
/* try { // try from 00756498 to 007565dc has its CatchHandler @ 0075677d */
(**(code **)(*(int *)this + 0x158))(this,param_1,param_2,0,&local_50);
local_30 = (*(float *)(param_2 + 4) - *(float *)(param_1 + 4)) * local_50;
local_2c = (*(float *)(param_2 + 8) - *(float *)(param_1 + 8)) * local_50;
local_34 = (*(float *)param_2 - *(float *)param_1) * local_50;
lVar7 = (longdouble)VectorNormalize((Vector *)&local_34);
piVar4 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar4 = (int *)(**(code **)(*piVar4 + 0xc4))(piVar4);
lVar8 = (longdouble)(**(code **)(*piVar4 + 0x118))(piVar4);
local_28 = *(float *)param_1;
fVar11 = (float)lVar8 * 0.5;
local_60 = 0.0;
local_24 = *(float *)(param_1 + 4);
fVar13 = local_34 * fVar11;
fVar9 = local_30 * fVar11;
local_20 = *(float *)(param_1 + 8);
fVar10 = (float)lVar7 + fVar11;
fVar12 = fVar11 * local_2c;
if (0.0 < fVar10) {
do {
uVar6 = (**(code **)(*(int *)this + 0x160))(this,&local_28,(Vector *)&local_34);
if ((char)uVar6 != '\0') {
if (param_3 == (float *)0x0) goto LAB_00756712;
*param_3 = (local_60 - fVar11) / fVar10;
if (DAT_0105d158 == '\0') goto LAB_00756618;
goto LAB_0075671f;
}
local_28 = fVar13 + local_28;
local_60 = local_60 + fVar11;
local_24 = fVar9 + local_24;
local_20 = fVar12 + local_20;
} while (local_60 < fVar10);
}
if (param_3 != (float *)0x0) {
*param_3 = 1.0;
}
uVar6 = 0;
LAB_00756712:
if (DAT_0105d158 != '\0') {
LAB_0075671f:
if (_DAT_0105d154 == 0) goto LAB_00756631;
}
LAB_00756618:
iVar2 = _DAT_0105db00;
iVar5 = ThreadGetCurrentId();
if (iVar2 == iVar5) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
LAB_00756631:
if (local_38 != 0) {
(**(code **)(local_38 + 0x54))(local_38,local_40,local_3c,0,0,0);
}
return uVar6;
}
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.