L L4D2node

CPointPlayerMoveConstraint::InputTurnOn

0x007dc020 · 761 bytes · __cdecl

_ZN26CPointPlayerMoveConstraint11InputTurnOnER11inputdata_t

Decompiled

undefined (1 param)

/* CPointPlayerMoveConstraint::InputTurnOn(inputdata_t&) */

void CPointPlayerMoveConstraint::InputTurnOn(inputdata_t *param_1)

{
  int *piVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  uint uVar5;
  char cVar6;
  int iVar7;
  uint *puVar8;
  undefined4 *puVar9;
  undefined *puVar10;
  int iVar11;
  undefined4 uVar12;
  int iVar13;
  float local_48;
  CBasePlayer *local_44;
  CBaseEntity *local_40;
  int local_2c;
  uint local_28;
  undefined1 local_24 [20];
  
  local_48 = *(float *)(param_1 + 0x440);
  if (*(int *)(gpGlobals + 0x14) == 1) {
    local_48 = 16384.0;
  }
  local_40 = (CBaseEntity *)0x0;
LAB_007dc070:
  do {
    local_40 = (CBaseEntity *)
               CGlobalEntityList::FindEntityByClassnameWithin
                         ((CGlobalEntityList *)gEntList,local_40,"player",
                          (Vector *)(param_1 + 0x39c),local_48);
    if (local_40 == (CBaseEntity *)0x0) {
      if (*(int *)(param_1 + 0x45c) != 0) {
        CBaseEntity::ThinkSet((_func_void *)local_24,(float)param_1,(char *)ConstraintThink);
        CBaseEntity::SetNextThink
                  ((CBaseEntity *)param_1,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
      }
      return;
    }
    cVar6 = (**(code **)(*(int *)local_40 + 0x16c))(local_40);
    if (cVar6 == '\0') {
      local_28 = 0xffffffff;
      local_44 = (CBasePlayer *)0x0;
      local_2c = *(int *)(param_1 + 0x45c);
    }
    else {
      puVar8 = (uint *)(**(code **)(*(int *)local_40 + 0xc))(local_40);
      local_28 = *puVar8;
      local_2c = *(int *)(param_1 + 0x45c);
      local_44 = (CBasePlayer *)local_40;
    }
    if (0 < local_2c) {
      piVar1 = (int *)(g_pEntityList + (local_28 & 0xfff) * 0x10 + 4);
      iVar7 = 0;
      do {
        iVar11 = 0;
        if (local_28 != 0xffffffff) {
          if (piVar1 == (int *)0x0) {
            iVar11 = 0;
          }
          else if (piVar1[1] == local_28 >> 0xc) {
            iVar11 = *piVar1;
          }
        }
        uVar5 = *(uint *)(*(int *)(param_1 + 0x450) + iVar7 * 4);
        iVar13 = 0;
        if (((uVar5 != 0xffffffff) &&
            (puVar10 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc))
           && (*(uint *)(puVar10 + 8) == uVar5 >> 0xc)) {
          iVar13 = *(int *)(puVar10 + 4);
        }
        if (iVar11 == iVar13) goto LAB_007dc070;
        iVar7 = iVar7 + 1;
      } while (iVar7 != local_2c);
    }
    uVar12 = 0xffffffff;
    if (local_44 != (CBasePlayer *)0x0) {
      puVar9 = (undefined4 *)(**(code **)(*(int *)local_44 + 0xc))(local_44);
      uVar12 = *puVar9;
      local_2c = *(int *)(param_1 + 0x45c);
    }
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::GrowVector
              ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
               (param_1 + 0x450),1);
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsRight
              ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
               (param_1 + 0x450),local_2c,1);
    puVar9 = (undefined4 *)(*(int *)(param_1 + 0x450) + local_2c * 4);
    if (puVar9 != (undefined4 *)0x0) {
      *puVar9 = uVar12;
    }
    fVar2 = *(float *)(param_1 + 0x448);
    fVar3 = *(float *)(param_1 + 0x444);
    fVar4 = *(float *)(param_1 + 0x440);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    CBasePlayer::ActivateMovementConstraint
              (local_44,(CBaseEntity *)param_1,(Vector *)(param_1 + 0x2e0),fVar4,fVar3,fVar2,false);
  } while( true );
}

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)