L L4D2node

CPhysThruster::SetupForces

0x007a4460 · 448 bytes · __thiscall

_ZN13CPhysThruster11SetupForcesEP14IPhysicsObjectR6VectorS3_

Decompiled

undefined (4 params)

/* CPhysThruster::SetupForces(IPhysicsObject*, Vector&, Vector&) */

void __thiscall
CPhysThruster::SetupForces
          (CPhysThruster *this,IPhysicsObject *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  uint uVar2;
  undefined *puVar3;
  CBaseEntity *this_00;
  longdouble lVar4;
  float local_34;
  float local_30;
  float local_2c;
  float local_28 [6];
  
  AngleVectors((QAngle *)(this + 0x3a8),(Vector *)&local_34);
  fVar1 = *(float *)(this + 0x448);
  uVar2 = *(uint *)(this + 0x148);
  local_34 = local_34 * fVar1;
  local_30 = local_30 * fVar1;
  local_2c = fVar1 * local_2c;
  if ((uVar2 & 0x10) != 0) {
    lVar4 = (longdouble)(**(code **)(*(int *)param_1 + 0x78))(param_1);
    fVar1 = (float)lVar4;
    uVar2 = *(uint *)(this + 0x148);
    local_34 = local_34 * fVar1;
    local_30 = local_30 * fVar1;
    local_2c = fVar1 * local_2c;
  }
  if ((uVar2 & 8) == 0) {
    uVar2 = *(uint *)(this + 0x450);
    this_00 = (CBaseEntity *)0x0;
    if (((uVar2 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) {
      this_00 = *(CBaseEntity **)(puVar3 + 4);
    }
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    VectorTransform((float *)(this + 0x490),(matrix3x4_t *)(this_00 + 0x28c),local_28);
    (**(code **)(*(int *)param_1 + 0x104))(param_1,(Vector *)&local_34,local_28,param_2,param_3);
  }
  else {
    CalculateVelocityOffsetLocal
              (param_1,(Vector *)&local_34,(Vector *)(this + 0x490),param_2,param_3);
  }
  uVar2 = *(uint *)(this + 0x148);
  if ((uVar2 & 2) == 0) {
    *(undefined4 *)param_2 = 0;
    *(undefined4 *)(param_2 + 4) = 0;
    *(undefined4 *)(param_2 + 8) = 0;
    uVar2 = *(uint *)(this + 0x148);
  }
  if ((uVar2 & 4) == 0) {
    *(undefined4 *)param_3 = 0;
    *(undefined4 *)(param_3 + 4) = 0;
    *(undefined4 *)(param_3 + 8) = 0;
  }
  return;
}

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)