CPhysicsPushedEntities::ComputeRotationalPushDirection
0x0078c010 · 351 bytes · __thiscall
_ZN22CPhysicsPushedEntities30ComputeRotationalPushDirectionEP11CBaseEntityRKNS_18RotatingPushMove_tEP6VectorS1_
Decompiled
undefined (5 params)
/* CPhysicsPushedEntities::ComputeRotationalPushDirection(CBaseEntity*,
CPhysicsPushedEntities::RotatingPushMove_t const&, Vector*, CBaseEntity*) */
void __thiscall
CPhysicsPushedEntities::ComputeRotationalPushDirection
(CPhysicsPushedEntities *this,CBaseEntity *param_1,RotatingPushMove_t *param_2,
Vector *param_3,CBaseEntity *param_4)
{
char cVar1;
float *pfVar2;
int iVar3;
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;
pfVar2 = (float *)(**(code **)(*(int *)(param_1 + 0x194) + 0x20))
((CCollisionProperty *)(param_1 + 0x194));
local_40 = *pfVar2;
local_3c = pfVar2[1];
local_38 = pfVar2[2];
iVar3 = (**(code **)(*(int *)(param_4 + 0x194) + 0x2c))(param_4 + 0x194);
if (iVar3 == 6) {
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(param_1 + 0x194),(Vector *)(param_1 + 0x19c),
(Vector *)(param_1 + 0x1a8),(Vector *)&local_34,(Vector *)&local_28);
local_40 = local_28;
if (0.0 < *(float *)param_3 || *(float *)param_3 == 0.0) {
local_40 = local_34;
}
local_3c = local_24;
if (0.0 < *(float *)(param_3 + 4) || *(float *)(param_3 + 4) == 0.0) {
local_3c = local_30;
}
local_38 = local_20;
if (0.0 < *(float *)(param_3 + 8) || *(float *)(param_3 + 8) == 0.0) {
local_38 = local_2c;
}
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
CBasePlayer::SetPhysicsFlag((CBasePlayer *)param_1,0x20,true);
}
}
VectorITransform(&local_40,(matrix3x4_t *)(param_2 + 0xc),&local_34);
VectorTransform(&local_34,(matrix3x4_t *)(param_2 + 0x3c),&local_28);
*(float *)param_3 = local_28 - local_40;
*(float *)(param_3 + 4) = local_24 - local_3c;
*(float *)(param_3 + 8) = local_20 - local_38;
return;
}
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.