CRagdollProp::TestCollision
0x007955e0 · 686 bytes · __thiscall
_ZN12CRagdollProp13TestCollisionERK5Ray_tjR10CGameTrace
Decompiled
undefined (4 params)
/* CRagdollProp::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */
bool __thiscall
CRagdollProp::TestCollision(CRagdollProp *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)
{
code *pcVar1;
int *piVar2;
undefined2 uVar3;
int *piVar4;
undefined4 uVar5;
bool bVar6;
CRagdollProp *pCVar7;
int iVar8;
undefined **local_90;
int local_8c;
undefined1 local_88 [12];
undefined1 local_7c [12];
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
undefined4 local_5c;
undefined4 local_58;
undefined4 local_54;
undefined4 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;
undefined4 local_24;
undefined4 local_20;
piVar2 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
piVar4 = *(int **)(this + 0x13e0);
if (piVar4 == (int *)0x0) {
/* try { // try from 00795870 to 00795883 has its CatchHandler @ 00795899 */
iVar8 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar8 != 0) {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
}
piVar4 = *(int **)(this + 0x13e0);
if (piVar4 != (int *)0x0) goto LAB_00795615;
}
else {
LAB_00795615:
if (*piVar4 != 0) {
if (0 < *(int *)(this + 0x13f8)) {
iVar8 = 0;
pCVar7 = this + 0x1410;
do {
piVar4 = *(int **)pCVar7;
if (piVar4 == (int *)0x0) {
DevWarning("Bogus object in Ragdoll Prop\'s ragdoll list!\n");
}
else {
/* try { // try from 00795675 to 0079583a has its CatchHandler @ 00795899 */
(**(code **)(*piVar4 + 0xc4))(piVar4,local_88,local_7c);
if (*(int *)(pCVar7 + 4) == 0) {
pcVar1 = *(code **)(*physcollision + 0x84);
uVar5 = (**(code **)(**(int **)pCVar7 + 300))(*(int **)pCVar7);
(*pcVar1)(physcollision,param_1,uVar5,local_88,local_7c,&local_70);
}
else {
local_90 = &PTR_GetPhysics2Actor_00cb37b8;
local_8c = *(int *)(pCVar7 + 4);
(**(code **)(*physcollision + 0xec))
(physcollision,param_1,&local_90,local_88,local_7c,&local_70);
}
if (local_44 < *(float *)(param_3 + 0x2c)) {
local_28 = (undefined2)iVar8;
uVar3 = (**(code **)(**(int **)pCVar7 + 0x9c))(*(int **)pCVar7);
local_30 = CONCAT22(local_30._2_2_,uVar3);
*(undefined4 *)param_3 = local_70;
param_3[0x28] = local_48;
*(undefined4 *)(param_3 + 4) = local_6c;
*(undefined4 *)(param_3 + 8) = local_68;
param_3[0x29] = local_47;
*(undefined4 *)(param_3 + 0xc) = local_64;
*(undefined4 *)(param_3 + 0x10) = local_60;
*(undefined2 *)(param_3 + 0x2a) = local_46;
*(undefined4 *)(param_3 + 0x14) = local_5c;
*(undefined4 *)(param_3 + 0x18) = local_58;
*(undefined4 *)(param_3 + 0x30) = local_40;
*(undefined4 *)(param_3 + 0x1c) = local_54;
*(undefined4 *)(param_3 + 0x20) = local_50;
*(undefined2 *)(param_3 + 0x34) = local_3c;
*(undefined4 *)(param_3 + 0x24) = local_4c;
*(float *)(param_3 + 0x2c) = local_44;
param_3[0x36] = local_3a;
param_3[0x37] = local_39;
*(undefined4 *)(param_3 + 0x38) = local_38;
*(undefined4 *)(param_3 + 0x40) = local_30;
*(undefined4 *)(param_3 + 0x3c) = local_34;
*(undefined4 *)(param_3 + 0x44) = local_2c;
*(undefined2 *)(param_3 + 0x48) = local_28;
*(undefined2 *)(param_3 + 0x4a) = local_26;
*(undefined4 *)(param_3 + 0x4c) = local_24;
*(undefined4 *)(param_3 + 0x50) = local_20;
}
}
iVar8 = iVar8 + 1;
pCVar7 = pCVar7 + 0x54;
} while (iVar8 < *(int *)(this + 0x13f8));
}
bVar6 = *(float *)(param_3 + 0x2c) <= 1.0 && *(float *)(param_3 + 0x2c) != 1.0;
goto LAB_0079584f;
}
}
bVar6 = false;
LAB_0079584f:
(**(code **)(*piVar2 + 0x6c))(piVar2);
return bVar6;
}
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.