CPhysicsNPCSolver::IsContactOnNPCHead
0x00794460 · 220 bytes · __thiscall
_ZN17CPhysicsNPCSolver18IsContactOnNPCHeadEP24IPhysicsFrictionSnapshotP14IPhysicsObjectP11CAI_BaseNPC
Decompiled
undefined (4 params)
/* CPhysicsNPCSolver::IsContactOnNPCHead(IPhysicsFrictionSnapshot*, IPhysicsObject*, CAI_BaseNPC*)
*/
bool __thiscall
CPhysicsNPCSolver::IsContactOnNPCHead
(CPhysicsNPCSolver *this,IPhysicsFrictionSnapshot *param_1,IPhysicsObject *param_2,
CAI_BaseNPC *param_3)
{
float fVar1;
float fVar2;
int iVar3;
float local_34;
float local_30;
float local_2c;
undefined1 local_28 [8];
float local_20;
if (((byte)param_3[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_3);
}
fVar1 = *(float *)(param_3 + 0x2e8);
iVar3 = NAI_Hull::Maxs(*(int *)(param_3 + 0x17e0));
fVar2 = *(float *)(iVar3 + 8);
(**(code **)(*(int *)param_2 + 0xd4))(param_2,&local_34,0);
(**(code **)(*(int *)param_1 + 0x14))(param_1,local_28);
return local_2c * local_2c + local_30 * local_30 + local_34 * local_34 < 100.0 &&
ABS(local_20 - (fVar2 + fVar1)) < 2.0;
}
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.