Pickup_PhysGunLaunchVelocity
0x007d5df0 · 258 bytes · __cdecl
_Z28Pickup_PhysGunLaunchVelocityP11CBaseEntityRK6Vector14PhysGunForce_t
Decompiled
undefined (3 params)
/* Pickup_PhysGunLaunchVelocity(CBaseEntity*, Vector const&, PhysGunForce_t) */
float * Pickup_PhysGunLaunchVelocity(float *param_1,int param_2,float *param_3,undefined4 param_4)
{
float fVar1;
float fVar2;
int *piVar3;
code *pcVar4;
char cVar5;
int *piVar6;
longdouble lVar7;
if ((param_2 != 0) && (piVar3 = *(int **)(param_2 + 0x238), piVar3 != (int *)0x0)) {
piVar6 = (int *)__dynamic_cast(param_2,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
0xfffffffe);
if (piVar6 != (int *)0x0) {
cVar5 = (**(code **)(*piVar6 + 0x20))(piVar6,param_4);
if (cVar5 != '\0') {
pcVar4 = *(code **)(*piVar6 + 0x24);
lVar7 = (longdouble)(**(code **)(*piVar3 + 0x78))(piVar3);
(*pcVar4)(param_1,piVar6,param_3,(float)lVar7);
return param_1;
}
}
lVar7 = (longdouble)(**(code **)(*piVar3 + 0x78))(piVar3);
fVar2 = (float)lVar7;
*param_1 = *param_3 * fVar2;
fVar1 = param_3[2];
param_1[1] = param_3[1] * fVar2;
param_1[2] = fVar2 * fVar1;
return param_1;
}
*param_1 = vec3_origin;
param_1[1] = DAT_01053d4c;
param_1[2] = DAT_01053d50;
return param_1;
}
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.