CThrustController::Simulate
0x00789200 · 77 bytes · __cdecl
_ZN17CThrustController8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_
Decompiled
undefined (5 params)
/* CThrustController::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&, Vector&)
*/
undefined4
CThrustController::Simulate
(IPhysicsMotionController *param_1,IPhysicsObject *param_2,float param_3,Vector *param_4,
Vector *param_5)
{
undefined4 *in_stack_00000018;
*in_stack_00000018 = *(undefined4 *)(param_1 + 0x10);
in_stack_00000018[1] = *(undefined4 *)(param_1 + 0x14);
in_stack_00000018[2] = *(undefined4 *)(param_1 + 0x18);
*(undefined4 *)param_5 = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_1 + 0xc);
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.