CPropDoorRotating::IsHingeOnLeft
0x007f5b00 · 443 bytes · __thiscall
_ZN17CPropDoorRotating13IsHingeOnLeftEv
Decompiled
undefined (1 param)
/* CPropDoorRotating::IsHingeOnLeft() */
bool __thiscall CPropDoorRotating::IsHingeOnLeft(CPropDoorRotating *this)
{
uint uVar1;
uint uVar2;
float fVar3;
uint uVar4;
float fVar5;
uint uVar6;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
undefined4 local_1c;
float local_18;
float local_14;
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
(Vector *)&local_30,(Vector *)&local_24);
if (((byte)this[0x14d] & 8) == 0) {
fVar3 = *(float *)(this + 0x2e0);
fVar5 = *(float *)(this + 0x2e4);
local_30 = local_30 - fVar3;
local_2c = local_2c - fVar5;
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
fVar3 = *(float *)(this + 0x2e0);
fVar5 = *(float *)(this + 0x2e4);
local_30 = local_30 - fVar3;
local_2c = local_2c - fVar5;
local_28 = local_28 - *(float *)(this + 0x2e8);
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
fVar3 = *(float *)(this + 0x2e0);
fVar5 = *(float *)(this + 0x2e4);
}
}
local_1c = 0;
local_28 = 0.0;
local_24 = local_24 - fVar3;
local_20 = local_20 - fVar5;
uVar1 = -(uint)(local_2c * local_2c + local_30 * local_30 <=
local_20 * local_20 + local_24 * local_24);
uVar6 = (uint)local_20 & uVar1;
uVar2 = ~uVar1 & (uint)local_2c;
uVar4 = (uint)local_24 & uVar1;
uVar1 = ~uVar1 & (uint)local_30;
(**(code **)(*(int *)this + 0x24c))(this,0,&local_18,0);
return 0.0 < (float)(uVar2 | uVar6) * local_14 + (float)(uVar1 | uVar4) * local_18;
}
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.