CBaseEntity::PhysicsStepRunTimestep
0x0078fa30 · 982 bytes · __thiscall
_ZN11CBaseEntity22PhysicsStepRunTimestepEf
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsStepRunTimestep(float) */
void __thiscall CBaseEntity::PhysicsStepRunTimestep(CBaseEntity *this,float param_1)
{
undefined4 uVar1;
CBaseEntity CVar2;
bool bVar3;
char cVar4;
uint uVar5;
longdouble lVar6;
float fVar7;
float fVar8;
float fVar9;
float local_28;
float local_24;
float local_20;
PhysicsCheckVelocity(this);
CVar2 = this[0x150];
cVar4 = PhysicsCheckWater(this);
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
uVar1 = *(undefined4 *)(this + 0x27c);
if (((byte)CVar2 & 1) == 0) {
uVar5 = *(uint *)(this + 0x150);
if (((uVar5 & 0x400) == 0) && (((uVar5 & 0x800) == 0 || (this[0x253] == (CBaseEntity)0x0)))) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (cVar4 != '\0') goto LAB_0078faa8;
bVar3 = true;
PhysicsAddHalfGravity(this,param_1);
uVar5 = *(uint *)(this + 0x150);
}
else {
bVar3 = false;
}
}
else {
LAB_0078faa8:
uVar5 = *(uint *)(this + 0x150);
bVar3 = false;
}
if ((uVar5 & 0x200000) == 0) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (((((vec3_origin != *(float *)(this + 0x274)) || (DAT_01053d4c != *(float *)(this + 0x278)))
|| (DAT_01053d50 != *(float *)(this + 0x27c))) ||
((vec3_origin != *(float *)(this + 0x268) || (DAT_01053d4c != *(float *)(this + 0x26c)))))
|| (DAT_01053d50 != *(float *)(this + 0x270))) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
local_28 = *(float *)(this + 0x274);
local_24 = *(float *)(this + 0x278);
local_20 = *(float *)(this + 0x27c);
SetGroundEntity(this,(CBaseEntity *)0x0);
if ((((byte)CVar2 & 1) != 0) &&
(fVar7 = SQRT(local_24 * local_24 + local_28 * local_28 + local_20 * local_20),
fVar7 != 0.0)) {
fVar9 = *(float *)(sv_friction._28_4_ + 0x2c);
lVar6 = (longdouble)(**(code **)(*(int *)this + 0x260))(this);
fVar8 = *(float *)(sv_stopspeed._28_4_ + 0x2c);
if (*(float *)(sv_stopspeed._28_4_ + 0x2c) <= fVar7) {
fVar8 = fVar7;
}
fVar9 = fVar7 - fVar9 * param_1 * fVar8 * (float)lVar6;
if (fVar9 <= 0.0) {
fVar9 = 0.0;
}
local_24 = local_24 * (fVar9 / fVar7);
local_28 = (fVar9 / fVar7) * local_28;
}
local_28 = local_28 + *(float *)(this + 0x268);
local_24 = local_24 + *(float *)(this + 0x26c);
local_20 = local_20 + *(float *)(this + 0x270);
SetAbsVelocity(this,(Vector *)&local_28);
SimulateAngles(this,param_1);
PhysicsCheckVelocity(this);
PhysicsTryMove(this,param_1,(CGameTrace *)0x0);
PhysicsCheckVelocity(this);
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
local_24 = *(float *)(this + 0x278) - *(float *)(this + 0x26c);
local_28 = *(float *)(this + 0x274) - *(float *)(this + 0x268);
local_20 = *(float *)(this + 0x27c) - *(float *)(this + 0x270);
SetAbsVelocity(this,(Vector *)&local_28);
PhysicsCheckVelocity(this);
if (((byte)this[0x150] & 1) == 0) {
PhysicsStepRecheckGround(this);
}
PhysicsTouchTriggers(this,(Vector *)0x0);
}
uVar5 = *(uint *)(this + 0x150);
}
if ((uVar5 & 1) == 0) {
if ((bVar3) && (PhysicsAddHalfGravity(this,param_1), ((byte)this[0x150] & 1) != 0)) {
LAB_0078fc9c:
(**(code **)(*(int *)this + 0x1cc))(this,uVar1);
return;
}
}
else if (bVar3) goto LAB_0078fc9c;
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.