L L4D2node

CBaseEntity::PhysicsTryMove

0x0078d930 · 2564 bytes · __thiscall

_ZN11CBaseEntity14PhysicsTryMoveEfP10CGameTrace

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseEntity::PhysicsTryMove(float, CGameTrace*) */

uint __thiscall CBaseEntity::PhysicsTryMove(CBaseEntity *this,float param_1,CGameTrace *param_2)

{
  CBaseEntity CVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  char cVar5;
  uint uVar6;
  float *pfVar7;
  uint uVar8;
  CBaseEntity *pCVar9;
  int iVar10;
  Vector *pVVar11;
  int iVar12;
  int iVar13;
  longdouble lVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  int local_118;
  uint local_110;
  float local_10c;
  Vector *local_100;
  undefined4 local_f4;
  undefined4 local_f0;
  undefined4 local_e8;
  undefined4 local_e4;
  int local_e0;
  float local_dc;
  float local_d8;
  float local_d4;
  float local_d0;
  float local_cc;
  float local_c8;
  float local_c4;
  float local_c0;
  float local_bc;
  float local_b8;
  float local_b4;
  float local_b0;
  float local_ac [15];
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  float local_58;
  float local_54;
  float local_50;
  undefined4 local_4c;
  CGameTrace local_48;
  CGameTrace local_47;
  undefined2 local_46;
  float local_44;
  undefined4 local_40;
  undefined2 local_3c;
  CGameTrace local_3a;
  CGameTrace local_39;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined2 local_28;
  undefined2 local_26;
  CBaseEntity *local_24;
  undefined4 local_20;
  
  local_f4 = 0;
  local_f0 = 0;
  if (___atan2f_finite == 0) {
    local_e0 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_f4,0,0,0,0,"/data/src/game/server/physics_main.cpp",0x452,
               &PhysicsTryMove(float,CGameTrace*)::tm_fmt,"(%s)%s","Unaccounted",
               "CBaseEntity::PhysicsTryMove");
    local_e0 = ___atan2f_finite;
  }
  iVar12 = _DAT_0105db00;
  local_e8 = local_f4;
  local_e4 = local_f0;
                    /* try { // try from 0078ded6 to 0078df24 has its CatchHandler @ 0078e35e */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar13 = ThreadGetCurrentId(), iVar12 == iVar13)) {
    if ((char *)*_DAT_0105d15c != "CBaseEntity::PhysicsTryMove") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xcb1f9d,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
                    /* try { // try from 0078da04 to 0078ddf5 has its CatchHandler @ 0078e33a */
  uVar6 = (**(code **)(*(int *)this + 0x2c8))(this);
  local_d0 = 0.0;
  local_cc = 0.0;
  local_c8 = 0.0;
  if (((byte)this[0x14d] & 0x10) != 0) {
    CalcAbsoluteVelocity(this);
  }
  fVar2 = *(float *)(this + 0x274);
  iVar12 = 0;
  local_118 = 4;
  local_110 = 0;
  fVar3 = *(float *)(this + 0x278);
  fVar4 = *(float *)(this + 0x27c);
  local_10c = param_1;
  local_dc = fVar2;
  local_d8 = fVar3;
  local_d4 = fVar4;
  local_b8 = fVar2;
  local_b4 = fVar3;
  local_b0 = fVar4;
  while (((local_b8 != vec3_origin || (DAT_01053d4c != local_b4)) || (DAT_01053d50 != local_b0))) {
    uVar8 = 0;
    if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
                    /* try { // try from 0078dfe5 to 0078e337 has its CatchHandler @ 0078e33a */
      CalcAbsolutePosition(this);
      uVar8 = *(uint *)(this + 0x14c) & 0x800;
    }
    local_c4 = local_b8 * local_10c + *(float *)(this + 0x2e0);
    local_c0 = local_b4 * local_10c + *(float *)(this + 0x2e4);
    local_bc = local_b0 * local_10c + *(float *)(this + 0x2e8);
    if (uVar8 != 0) {
      CalcAbsolutePosition(this);
    }
    Physics_TraceEntity(this,(Vector *)(this + 0x2e0),(Vector *)&local_c4,uVar6,
                        (CGameTrace *)&local_70);
    if (local_39 != (CGameTrace)0x0) {
      SetAbsVelocity(this,(Vector *)&vec3_origin);
LAB_0078e31e:
      local_110 = 4;
      goto LAB_0078df49;
    }
    iVar13 = iVar12;
    if (0.0 < local_44) {
      SetAbsOrigin(this,(Vector *)&local_64);
      iVar13 = 0;
      local_dc = local_b8;
      local_d8 = local_b4;
      local_d4 = local_b0;
    }
    if (local_44 == 1.0) break;
    if (local_24 == (CBaseEntity *)0x0) {
      SetAbsVelocity(this,(Vector *)&local_b8);
      Warning("PhysicsTryMove: !trace.u.ent");
      goto LAB_0078e31e;
    }
    if (0.7 < local_50) {
      local_110 = local_110 | 1;
      cVar5 = (**(code **)(*(int *)this + 0x19c))(this,local_24);
      if (cVar5 != '\0') {
        pCVar9 = (CBaseEntity *)GetGroundEntity(this);
        if (pCVar9 != local_24) {
          SetGroundChangeTime(this,param_1 + *(float *)(gpGlobals + 0xc) +
                                   (local_44 * local_10c - local_10c));
        }
        SetGroundEntity(this,local_24);
      }
    }
    if ((local_50 == 0.0) && (local_110 = local_110 | 2, param_2 != (CGameTrace *)0x0)) {
      *(undefined4 *)param_2 = local_70;
      *(undefined4 *)(param_2 + 0x20) = 0;
      *(undefined4 *)(param_2 + 4) = local_6c;
      *(undefined4 *)(param_2 + 8) = local_68;
      *(undefined4 *)(param_2 + 0xc) = local_64;
      *(undefined4 *)(param_2 + 0x10) = local_60;
      *(undefined4 *)(param_2 + 0x14) = local_5c;
      *(float *)(param_2 + 0x18) = local_58;
      *(float *)(param_2 + 0x1c) = local_54;
      *(undefined4 *)(param_2 + 0x24) = local_4c;
      *(float *)(param_2 + 0x2c) = local_44;
      param_2[0x28] = local_48;
      param_2[0x29] = local_47;
      *(undefined2 *)(param_2 + 0x2a) = local_46;
      *(undefined4 *)(param_2 + 0x30) = local_40;
      *(undefined2 *)(param_2 + 0x34) = local_3c;
      param_2[0x36] = local_3a;
      param_2[0x37] = local_39;
      *(undefined4 *)(param_2 + 0x38) = local_38;
      *(undefined4 *)(param_2 + 0x3c) = local_34;
      *(undefined4 *)(param_2 + 0x40) = local_30;
      *(undefined4 *)(param_2 + 0x44) = local_2c;
      *(undefined2 *)(param_2 + 0x48) = local_28;
      *(undefined2 *)(param_2 + 0x4a) = local_26;
      *(CBaseEntity **)(param_2 + 0x4c) = local_24;
      *(undefined4 *)(param_2 + 0x50) = local_20;
    }
    PhysicsImpact(this,local_24,(CGameTrace *)&local_70);
    if ((((byte)this[0x14c] & 1) != 0) || ((**(byte **)(this + 0x30) & 2) != 0)) break;
    local_10c = (1.0 - local_44) * local_10c;
    if (4 < iVar13) {
LAB_0078e2eb:
      SetAbsVelocity(this,(Vector *)&vec3_origin);
      goto LAB_0078df49;
    }
    iVar12 = iVar13 + 1;
    CVar1 = this[0x186];
    local_ac[iVar13 * 3] = local_58;
    local_ac[iVar13 * 3 + 1] = local_54;
    local_ac[iVar13 * 3 + 2] = local_50;
    if ((CVar1 == (CBaseEntity)0x2) &&
       ((((byte)this[0x150] & 1) == 0 ||
        (lVar14 = (longdouble)(**(code **)(*(int *)this + 0x260))(this), (float)lVar14 != 1.0)))) {
      local_100 = (Vector *)0x0;
      pVVar11 = (Vector *)local_ac;
      do {
        if (0.7 < *(float *)(pVVar11 + 8)) {
          PhysicsClipVelocity(this,(Vector *)&local_dc,pVVar11,(Vector *)&local_d0,1.0);
          local_dc = local_d0;
          local_d8 = local_cc;
          local_d4 = local_c8;
        }
        else {
          fVar16 = *(float *)(sv_bounce._28_4_ + 0x2c);
          lVar14 = (longdouble)(**(code **)(*(int *)this + 0x260))(this);
          PhysicsClipVelocity(this,(Vector *)&local_dc,pVVar11,(Vector *)&local_d0,
                              (1.0 - (float)lVar14) * fVar16 + 1.0);
        }
        local_100 = (Vector *)((int)local_100 + 1);
        pVVar11 = pVVar11 + 0xc;
      } while ((int)local_100 < iVar12);
      local_dc = local_d0;
      local_d8 = local_cc;
      local_d4 = local_c8;
      local_b8 = local_dc;
      local_b4 = local_d8;
      local_b0 = local_d4;
    }
    else {
      local_100 = (Vector *)local_ac;
      iVar13 = 0;
      do {
        PhysicsClipVelocity(this,(Vector *)&local_dc,local_100,(Vector *)&local_d0,1.0);
        pfVar7 = local_ac;
        iVar10 = 0;
        do {
          if ((iVar10 != iVar13) &&
             (pfVar7[1] * local_cc + *pfVar7 * local_d0 + pfVar7[2] * local_c8 < 0.0)) break;
          iVar10 = iVar10 + 1;
          pfVar7 = pfVar7 + 3;
        } while (iVar10 < iVar12);
        if (iVar10 == iVar12) break;
        local_100 = local_100 + 0xc;
        iVar13 = iVar13 + 1;
      } while (iVar13 < iVar12);
      fVar16 = local_d0;
      fVar17 = local_cc;
      fVar15 = local_c8;
      if (iVar13 == iVar12) {
        if (iVar13 != 2) break;
        fVar16 = local_ac[5] * local_ac[1] - local_ac[4] * local_ac[2];
        fVar17 = local_ac[2] * local_ac[3] - local_ac[5] * local_ac[0];
        fVar18 = local_ac[4] * local_ac[0] - local_ac[1] * local_ac[3];
        fVar15 = local_b4 * fVar17 + local_b8 * fVar16 + local_b0 * fVar18;
        fVar16 = fVar16 * fVar15;
        fVar17 = fVar17 * fVar15;
        fVar15 = fVar18 * fVar15;
      }
      local_b8 = fVar16;
      local_b4 = fVar17;
      local_b0 = fVar15;
      if (fVar17 * fVar3 + fVar16 * fVar2 + fVar15 * fVar4 <= 0.0) goto LAB_0078e2eb;
    }
    local_118 = local_118 + -1;
    if (local_118 == 0) break;
  }
                    /* try { // try from 0078df3e to 0078df42 has its CatchHandler @ 0078e33a */
  SetAbsVelocity(this,(Vector *)&local_b8);
LAB_0078df49:
  iVar12 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar13 = ThreadGetCurrentId(), iVar12 == iVar13)) {
    cVar5 = CVProfNode::ExitScope();
    if (cVar5 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_e0 != 0) {
    (**(code **)(local_e0 + 0x54))(local_e0,local_e8,local_e4,0,0,0);
  }
  return local_110;
}

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)