L L4D2node

CCollisionEvent::FluidStartTouch

0x0077e6b0 · 684 bytes · __thiscall

_ZN15CCollisionEvent15FluidStartTouchEP14IPhysicsObjectP23IPhysicsFluidController

Decompiled

undefined (3 params)

/* CCollisionEvent::FluidStartTouch(IPhysicsObject*, IPhysicsFluidController*) */

void __thiscall
CCollisionEvent::FluidStartTouch
          (CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsFluidController *param_2)

{
  code *pcVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  undefined4 uVar4;
  longdouble lVar5;
  longdouble lVar6;
  longdouble lVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  undefined1 local_5c [4];
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  iVar2 = *(int *)(this + 0x15c) + 1;
  *(int *)(this + 0x15c) = iVar2;
  if ((param_1 != (IPhysicsObject *)0x0) && (param_2 != (IPhysicsFluidController *)0x0)) {
                    /* try { // try from 0077e6f4 to 0077e95e has its CatchHandler @ 0077e964 */
    pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
    if (pCVar3 != (CBaseEntity *)0x0) {
      *(uint *)(pCVar3 + 0x14c) = *(uint *)(pCVar3 + 0x14c) | 0x80000;
      pcVar1 = *(code **)(*(int *)pCVar3 + 0x198);
      uVar4 = (**(code **)(*(int *)param_2 + 0x1c))(param_2);
      (*pcVar1)(pCVar3,0,uVar4);
      lVar5 = (longdouble)DeltaTimeSinceLastFluid(this,pCVar3);
      if (0.5 <= (float)lVar5) {
        (**(code **)(*(int *)param_2 + 0x10))(param_2,&local_58,local_5c);
        (**(code **)(*(int *)param_1 + 0xd4))(param_1,&local_4c,&local_40);
        local_34 = local_4c;
        local_30 = local_48;
        local_2c = local_44;
        VectorNormalize((Vector *)&local_34);
        lVar5 = (longdouble)(**(code **)(*(int *)param_2 + 0x14))(param_2);
        if (physenv == (int *)0x0) {
          lVar6 = (longdouble)(**(code **)(*g_pPhys2World + 0xb4))(g_pPhys2World);
        }
        else {
          lVar6 = (longdouble)(**(code **)(*physenv + 0x94))(physenv);
        }
        local_54 = -local_54;
        fVar10 = local_54 * local_30;
        local_58 = -local_58;
        fVar9 = local_58 * local_34;
        local_50 = -local_50;
        fVar8 = local_50 * local_2c;
        lVar7 = (longdouble)(**(code **)(*(int *)param_1 + 0x108))(param_1,&local_58);
        local_28 = local_40;
        local_24 = local_3c;
        fVar8 = (fVar8 + fVar9 + fVar10) * 0.5 * (float)lVar7 * (float)lVar6 * (float)lVar5;
        local_20 = local_38;
        if (fVar8 <= 0.0) {
          fVar8 = 0.0;
        }
        if (1.0 <= fVar8) {
          fVar8 = 1.0;
        }
        fVar8 = -fVar8;
        local_4c = local_4c * fVar8;
        local_48 = local_48 * fVar8;
        local_44 = fVar8 * local_44;
        VectorNormalize((Vector *)&local_28);
        lVar7 = (longdouble)(**(code **)(*(int *)param_1 + 0x10c))(param_1,&local_40);
        fVar8 = (float)lVar6 * (float)lVar5 * 0.25 * (float)lVar7;
        if (fVar8 <= 0.0) {
          fVar8 = 0.0;
        }
        if (1.0 <= fVar8) {
          fVar8 = 1.0;
        }
        fVar8 = -fVar8;
        local_40 = local_40 * fVar8;
        local_3c = local_3c * fVar8;
        local_38 = fVar8 * local_38;
        PhysicsSplash(param_2,param_1,pCVar3);
        *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
        return;
      }
    }
    iVar2 = *(int *)(this + 0x15c);
  }
  *(int *)(this + 0x15c) = iVar2 + -1;
  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)