CPhysTorque::SetupForces
0x007a34b0 · 134 bytes · __thiscall
_ZN11CPhysTorque11SetupForcesEP14IPhysicsObjectR6VectorS3_
Decompiled
undefined (4 params)
/* CPhysTorque::SetupForces(IPhysicsObject*, Vector&, Vector&) */
void __thiscall
CPhysTorque::SetupForces(CPhysTorque *this,IPhysicsObject *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
float local_58;
float local_54;
float local_50;
matrix3x4_t local_4c [60];
*(undefined4 *)param_2 = 0;
*(undefined4 *)(param_2 + 4) = 0;
*(undefined4 *)(param_2 + 8) = 0;
(**(code **)(*(int *)param_1 + 200))(param_1,local_4c);
VectorIRotate((float *)(this + 0x490),local_4c,&local_58);
fVar1 = *(float *)(this + 0x448);
*(float *)(param_3 + 4) = local_54 * fVar1;
*(float *)(param_3 + 8) = local_50 * fVar1;
*(float *)param_3 = fVar1 * local_58;
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.