TankBehavior::OnContact
0x00aeeb70 · 1454 bytes · __cdecl
_ZN12TankBehavior9OnContactEP4TankP11CBaseEntityP10CGameTrace
Decompiled
undefined (3 params)
/* TankBehavior::OnContact(Tank*, CBaseEntity*, CGameTrace*) */
Tank * TankBehavior::OnContact(Tank *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
code *pcVar1;
uint uVar2;
char cVar3;
int iVar4;
int *piVar5;
undefined4 uVar6;
undefined *puVar7;
bool bVar8;
longdouble lVar9;
CBaseEntity *in_stack_00000010;
int in_stack_00000014;
pointer_____offset_0x8___ *ppuVar10;
pointer_____offset_0x8___ *ppuVar11;
CPhysicsProp *local_40;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
if (in_stack_00000010 != (CBaseEntity *)0x0) {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
bVar8 = false;
if (iVar4 == 3) {
iVar4 = (**(code **)(*(int *)param_3 + 0x544))(param_3);
bVar8 = iVar4 == 8;
}
cVar3 = IsBreakableEntity(in_stack_00000010,bVar8,true,(CTakeDamageInfo *)0x0);
if ((cVar3 == '\0') && (*(char **)(in_stack_00000010 + 0x7c) != "prop_door*")) {
cVar3 = CBaseEntity::ClassMatchesComplex(in_stack_00000010,"prop_door*");
if ((cVar3 == '\0') && (*(char **)(in_stack_00000010 + 0x7c) != "func_door*")) {
cVar3 = CBaseEntity::ClassMatchesComplex(in_stack_00000010,"func_door*");
if (cVar3 == '\0') {
uVar6 = 0;
ppuVar11 = &CPhysicsProp::typeinfo;
ppuVar10 = &CBaseEntity::typeinfo;
local_40 = (CPhysicsProp *)__dynamic_cast();
if (local_40 == (CPhysicsProp *)0x0) {
uVar6 = 0;
ppuVar11 = &CDynamicProp::typeinfo;
ppuVar10 = &CBaseEntity::typeinfo;
iVar4 = __dynamic_cast();
if (iVar4 != 0) {
uVar2 = *(uint *)(in_stack_00000010 + 0x180);
if ((((uVar2 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10,
puVar7 != (undefined *)0xfffffffc)) && (*(uint *)(puVar7 + 8) == uVar2 >> 0xc))
&& (*(int *)(puVar7 + 4) != 0)) {
uVar6 = 0;
ppuVar11 = &CPhysicsProp::typeinfo;
ppuVar10 = &CBaseEntity::typeinfo;
local_40 = (CPhysicsProp *)
__dynamic_cast(*(int *)(puVar7 + 4),&CBaseEntity::typeinfo,
&CPhysicsProp::typeinfo,0);
}
}
}
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
if (iVar4 == 3) {
iVar4 = (**(code **)(*(int *)param_3 + 0x544))(param_3,ppuVar10,ppuVar11,uVar6);
if ((iVar4 == 8) && (local_40 != (CPhysicsProp *)0x0)) {
lVar9 = (longdouble)CPhysicsProp::GetMass(local_40);
if (25.0 <= (float)lVar9) {
(**(code **)(*(int *)param_3 + 0x938))(param_3,0xbf800000);
}
else {
piVar5 = *(int **)(local_40 + 0x238);
if (piVar5 != (int *)0x0) {
if (((byte)param_3[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_3);
}
if (((byte)in_stack_00000010[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_00000010);
}
local_2c = 0.0;
local_34 = *(float *)(in_stack_00000010 + 0x2e0) - *(float *)(param_3 + 0x2e0);
local_30 = *(float *)(in_stack_00000010 + 0x2e4) - *(float *)(param_3 + 0x2e4);
VectorNormalize((Vector *)&local_34);
local_2c = (float)lVar9 * 4000.0;
local_34 = local_34 * local_2c;
local_30 = local_30 * local_2c;
local_2c = local_2c * 0.4;
(**(code **)(*piVar5 + 0xf4))(piVar5,(Vector *)&local_34);
iVar4 = rand();
local_28 = (float)iVar4 * 6.103702e-05 - 1.0;
iVar4 = rand();
local_24 = (float)iVar4 * 6.103702e-05 - 1.0;
iVar4 = rand();
local_20 = (float)iVar4 * 6.103702e-05 - 1.0;
VectorNormalize((Vector *)&local_28);
local_28 = local_28 * 1000.0;
local_24 = local_24 * 1000.0;
local_20 = local_20 * 1000.0;
CBaseEntity::ApplyLocalAngularVelocityImpulse
((CBaseEntity *)local_40,(Vector *)&local_28);
}
}
goto LAB_00aeec40;
}
}
cVar3 = CBasePlayer::IsOnLadder((CBasePlayer *)param_3);
if (cVar3 == '\0') {
iVar4 = (**(code **)(*(int *)in_stack_00000010 + 0x144))();
if (iVar4 != 0) {
piVar5 = (int *)(**(code **)(*(int *)param_3 + 0x9b4))(param_3);
pcVar1 = *(code **)(*piVar5 + 0xc0);
uVar6 = (**(code **)(*(int *)in_stack_00000010 + 0x288))();
(*pcVar1)(piVar5,uVar6,2,0x3f800000,
&OnContact(Tank*,CBaseEntity*,CGameTrace*)::pressFireButton,
"Looking at actor I\'m trying to attack",1,0x3e800000);
}
}
else {
cVar3 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
if (cVar3 != '\0') {
cVar3 = CTerrorPlayer::IsDominatedBySpecialInfected
((CTerrorPlayer *)in_stack_00000010);
if ((cVar3 == '\0') && (((byte)in_stack_00000010[0x150] & 0x60) == 0)) {
if (((byte)param_3[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_3);
}
if (((byte)in_stack_00000010[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_00000010);
}
local_28 = *(float *)(in_stack_00000010 + 0x2e0) - *(float *)(param_3 + 0x2e0);
local_24 = *(float *)(in_stack_00000010 + 0x2e4) - *(float *)(param_3 + 0x2e4);
local_20 = *(float *)(in_stack_00000010 + 0x2e8) - *(float *)(param_3 + 0x2e8);
if (in_stack_00000010[0x186] == (CBaseEntity)0x9) {
CBaseEntity::SetMoveType();
local_28 = *(float *)(in_stack_00000010 + 0x2000);
local_24 = *(float *)(in_stack_00000010 + 0x2004);
}
local_20 = 0.0;
VectorNormalize((Vector *)&local_28);
local_20 = 160.0;
local_28 = local_28 * 400.0;
local_24 = local_24 * 400.0;
CBaseEntity::SetAbsVelocity(in_stack_00000010,(Vector *)&local_28);
}
}
}
goto LAB_00aeec40;
}
}
}
if ((in_stack_00000014 == 0) ||
(*(float *)(in_stack_00000014 + 0x20) <= 0.8 && *(float *)(in_stack_00000014 + 0x20) != 0.8))
{
piVar5 = (int *)(**(code **)(*(int *)param_3 + 0x9b4))(param_3);
pcVar1 = *(code **)(*piVar5 + 0xc0);
uVar6 = (**(code **)(*(int *)in_stack_00000010 + 0x288))();
(*pcVar1)(piVar5,uVar6,3,0x3f800000,
&OnContact(Tank*,CBaseEntity*,CGameTrace*)::pressFireButton,
"Looking at door I\'m trying to break",1,0x3e800000);
}
}
LAB_00aeec40:
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
return param_1;
}
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file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.