L L4D2node

CPhysPulley::CreateConstraint

0x00773140 · 794 bytes · __thiscall

_ZN11CPhysPulley16CreateConstraintEP23IPhysicsConstraintGroupRK20hl_constraint_info_t

Decompiled

undefined (3 params)

/* CPhysPulley::CreateConstraint(IPhysicsConstraintGroup*, hl_constraint_info_t const&) */

void __thiscall
CPhysPulley::CreateConstraint
          (CPhysPulley *this,IPhysicsConstraintGroup *param_1,hl_constraint_info_t *param_2)

{
  undefined4 uVar1;
  float fVar2;
  hl_constraint_info_t *phVar3;
  undefined4 *puVar4;
  CPhysPulley *pCVar5;
  int iVar6;
  float local_b8;
  float local_b4;
  float local_b0;
  float local_ac;
  float local_a8;
  float local_a4;
  matrix3x4_t local_a0 [48];
  undefined4 local_70;
  float local_6c;
  float local_68;
  undefined4 local_64;
  undefined4 local_60;
  byte local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  float local_28;
  float local_24;
  undefined1 local_20;
  
  local_6c = 0.0;
  local_68 = 0.0;
  local_70 = 0x3f800000;
  local_64 = 0x3f800000;
  local_60 = 0x3f800000;
  local_5c = 1;
  local_28 = 1.0;
  local_24 = 1.0;
  local_58 = 0.0;
  local_54 = 0.0;
  local_50 = 0.0;
  local_4c = 0.0;
  local_48 = 0.0;
  local_44 = 0.0;
  local_40 = 0;
  local_3c = 0;
  local_38 = 0;
  local_34 = 0;
  local_30 = 0;
  local_2c = 0;
  local_20 = 0;
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_58 = *(float *)(this + 0x2e0);
  local_54 = *(float *)(this + 0x2e4);
  local_50 = *(float *)(this + 0x2e8);
  local_4c = *(float *)(this + 0x47c);
  local_48 = *(float *)(this + 0x480);
  local_44 = *(float *)(this + 0x484);
  (**(code **)(**(int **)(param_2 + 0x18) + 200))(*(int **)(param_2 + 0x18),local_a0);
  VectorTransform((float *)param_2,local_a0,&local_b8);
  (**(code **)(**(int **)(param_2 + 0x1c) + 200))(*(int **)(param_2 + 0x1c),local_a0);
  iVar6 = 0;
  VectorTransform((float *)(param_2 + 0xc),local_a0,&local_ac);
  phVar3 = param_2;
  puVar4 = &local_70;
  pCVar5 = this;
  while( true ) {
    uVar1 = *(undefined4 *)phVar3;
    iVar6 = iVar6 + 0xc;
    puVar4[0xc] = uVar1;
    puVar4[0xd] = *(undefined4 *)(phVar3 + 4);
    puVar4[0xe] = *(undefined4 *)(phVar3 + 8);
    *(undefined4 *)(pCVar5 + 0x488) = uVar1;
    *(undefined4 *)(pCVar5 + 0x48c) = *(undefined4 *)(phVar3 + 4);
    *(undefined4 *)(pCVar5 + 0x490) = *(undefined4 *)(phVar3 + 8);
    if (iVar6 == 0x18) break;
    phVar3 = param_2 + iVar6;
    puVar4 = puVar4 + 3;
    pCVar5 = pCVar5 + 0xc;
  }
  fVar2 = *(float *)(this + 0x4a4);
  local_28 = *(float *)(this + 0x4a0) +
             SQRT((local_b4 - local_54) * (local_b4 - local_54) +
                  (local_b8 - local_58) * (local_b8 - local_58) +
                  (local_b0 - local_50) * (local_b0 - local_50)) +
             SQRT((local_ac - local_4c) * (local_ac - local_4c) +
                  (local_a4 - local_44) * (local_a4 - local_44) +
                  (local_a8 - local_48) * (local_a8 - local_48)) * fVar2;
  if (fVar2 != 0.0) {
    local_24 = fVar2;
  }
  local_70 = 0x3f800000;
  local_6c = *(float *)(this + 0x454) * 0.45454544;
  local_68 = *(float *)(this + 0x458) * 0.45454544;
  local_64 = *(undefined4 *)(param_2 + 0x24);
  local_5c = ((byte)(*(uint *)(this + 0x148) >> 2) ^ 1) & 1;
  local_60 = *(undefined4 *)(param_2 + 0x28);
  if ((*(uint *)(this + 0x148) & 2) != 0) {
    local_20 = 1;
  }
  (**(code **)(*physenv + 0x54))
            (physenv,*(undefined4 *)(param_2 + 0x18),*(undefined4 *)(param_2 + 0x1c),param_1,
             &local_70);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

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