L L4D2node

CPhysHinge::InputSetVelocity

0x007768f0 · 583 bytes · __thiscall

_ZN10CPhysHinge16InputSetVelocityER11inputdata_t

Decompiled

undefined (2 params)

/* CPhysHinge::InputSetVelocity(inputdata_t&) */

void __thiscall CPhysHinge::InputSetVelocity(CPhysHinge *this,inputdata_t *param_1)

{
  float fVar1;
  code *pcVar2;
  int iVar3;
  char cVar4;
  int iVar5;
  int *piVar6;
  float **ppfVar7;
  float **ppfVar8;
  float fVar9;
  float fVar10;
  int *apiStack_58 [2];
  float local_50;
  float *local_4c;
  int *local_48;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_28;
  float local_24;
  float local_20;
  
  ppfVar7 = &local_4c;
  ppfVar8 = &local_4c;
  local_4c = *(float **)(this + 0x440);
  if (local_4c == (float *)0x0) {
    return;
  }
  local_50 = 1.0966116e-38;
  iVar5 = (**(code **)((int)*local_4c + 0x18))();
  if (iVar5 == 0) {
    return;
  }
  local_4c = *(float **)(this + 0x440);
  local_50 = 1.0966147e-38;
  iVar5 = (**(code **)((int)*local_4c + 0x1c))();
  if (iVar5 == 0) {
    return;
  }
  local_30 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    local_30 = 0.0;
  }
  local_34 = 0.0;
  local_4c = *(float **)(this + 0x440);
  local_50 = 1.0966221e-38;
  local_4c = (float *)(**(code **)((int)*local_4c + 0x18))();
  local_50 = 1.0966232e-38;
  cVar4 = (**(code **)((int)*local_4c + 0x2c))();
  local_4c = *(float **)(this + 0x440);
  if (cVar4 == '\0') {
    local_50 = 1.0966258e-38;
    local_4c = (float *)(**(code **)((int)*local_4c + 0x1c))();
    local_50 = 1.0966269e-38;
    cVar4 = (**(code **)((int)*local_4c + 0x2c))();
    if (cVar4 == '\0') {
      fVar10 = 1.0;
      goto LAB_00776a2f;
    }
    local_38 = 1.0;
    iVar5 = 0;
LAB_00776ab0:
    iVar5 = iVar5 + 1;
    iVar3 = **(int **)(this + 0x440);
    *ppfVar8 = (float *)*(int **)(this + 0x440);
    pcVar2 = *(code **)(iVar3 + 0x1c);
    ppfVar8[-1] = (float *)0x776ac1;
    piVar6 = (int *)(*pcVar2)();
    iVar3 = *piVar6;
    ppfVar8[1] = (float *)piVar6;
    *ppfVar8 = &local_28;
    pcVar2 = *(code **)(iVar3 + 0x80);
    ppfVar8[-1] = (float *)0x776ad0;
    (*pcVar2)();
    ppfVar7 = ppfVar8 + -1;
    iVar3 = **(int **)(this + 0x440);
    ppfVar8[-1] = (float *)*(int **)(this + 0x440);
    local_3c = local_28 * local_28 + local_24 * local_24 + local_20 * local_20;
    local_38 = SQRT(local_3c) + local_38;
    pcVar2 = *(code **)(iVar3 + 0x1c);
    ppfVar8[-2] = (float *)0x776b1c;
    piVar6 = (int *)(*pcVar2)();
    iVar3 = *piVar6;
    ppfVar8[-1] = (float *)piVar6;
    pcVar2 = *(code **)(iVar3 + 100);
    ppfVar8[-2] = (float *)0x776b24;
    (*pcVar2)();
  }
  else {
    local_50 = 1.0966308e-38;
    local_48 = (int *)(**(code **)((int)*local_4c + 0x18))();
    local_4c = &local_28;
    iVar5 = 1;
    local_50 = 1.096634e-38;
    (**(code **)(*local_48 + 0x80))();
    ppfVar7 = (float **)&local_50;
    ppfVar8 = (float **)&local_50;
    local_50 = *(float *)(this + 0x440);
    local_38 = SQRT(local_28 * local_28 + local_24 * local_24 + local_20 * local_20);
    local_50 = (float)(**(code **)(*(int *)local_50 + 0x18))();
    (**(code **)(*(int *)local_50 + 100))();
    local_50 = *(float *)(this + 0x440);
    local_50 = (float)(**(code **)(*(int *)local_50 + 0x1c))();
    cVar4 = (**(code **)(*(int *)local_50 + 0x2c))();
    if (cVar4 != '\0') goto LAB_00776ab0;
  }
  fVar10 = local_38 / (float)iVar5;
LAB_00776a2f:
  fVar9 = *(float *)(this + 0x4c4);
  if (fVar9 == local_34) {
    fVar9 = 1.0;
  }
  else {
    fVar9 = fVar9 * fVar9;
  }
  piVar6 = *(int **)(this + 0x440);
  fVar1 = *(float *)(gpGlobals + 0x1c);
  iVar5 = *piVar6;
  ppfVar7[1] = (float *)local_30;
  *ppfVar7 = (float *)piVar6;
  ppfVar7[2] = (float *)((fVar10 * local_30 * fVar9) / fVar1);
  pcVar2 = *(code **)(iVar5 + 0x24);
  ppfVar7[-1] = (float *)0x776a88;
  (*pcVar2)();
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)