L L4D2node

CPhysicsCannister::CalcLocalThrust

0x00787d50 · 196 bytes · __cdecl

_ZN17CPhysicsCannister15CalcLocalThrustERK6Vector

Decompiled

undefined (1 param)

/* CPhysicsCannister::CalcLocalThrust(Vector const&) */

Vector * CPhysicsCannister::CalcLocalThrust(Vector *param_1)

{
  float fVar1;
  float fVar2;
  code *pcVar3;
  CBaseAnimating *in_stack_00000008;
  float *in_stack_0000000c;
  matrix3x4_t local_4c [60];
  
  pcVar3 = *(code **)(*(int *)in_stack_00000008 + 0x370);
  CBaseAnimating::LookupAttachment(in_stack_00000008,"nozzle");
  (*pcVar3)();
  MatrixGetColumn(local_4c,2,param_1);
  MatrixGetColumn(local_4c,3,(Vector *)(in_stack_00000008 + 0x1a40));
  fVar1 = in_stack_0000000c[2];
  fVar2 = *in_stack_0000000c;
  *(float *)(param_1 + 4) = *(float *)(param_1 + 4) * -5.0 + in_stack_0000000c[1];
  *(float *)(param_1 + 8) = *(float *)(param_1 + 8) * -5.0 + fVar1;
  *(float *)param_1 = *(float *)param_1 * -5.0 + fVar2;
  VectorNormalize(param_1);
  return param_1;
}

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)