CPhysicsWind::Simulate
0x00b22df0 · 375 bytes · __thiscall
_ZN12CPhysicsWind8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_
Decompiled
undefined (6 params)
/* CPhysicsWind::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&, Vector&) */
undefined4 __thiscall
CPhysicsWind::Simulate
(CPhysicsWind *this,IPhysicsMotionController *param_1,IPhysicsObject *param_2,
float param_3,Vector *param_4,Vector *param_5)
{
undefined4 uVar1;
float fVar2;
double dVar3;
undefined4 local_34;
float local_30;
undefined4 local_2c;
float local_28;
float local_24;
uVar1 = 0;
if (*(float *)(this + 8) != 0.0) {
local_34 = vec3_angle;
local_30 = (float)DAT_01053d40;
local_2c = DAT_01053d44;
fVar2 = (float)((int)param_2 % 0xf + 5);
dVar3 = cos((double)((*(float *)(gpGlobals + 0xc) + 1.0) * fVar2));
local_30 = (float)(dVar3 * 30.0 + (double)*(int *)(this + 4));
AngleVectors((QAngle *)&local_34,(Vector *)&local_28);
dVar3 = sin((double)((*(float *)(gpGlobals + 0xc) + 1.0) * fVar2));
fVar2 = *(float *)(this + 8);
uVar1 = 4;
*(float *)(param_4 + 4) = local_24 * fVar2 * 3.0;
*(float *)param_4 = local_28 * fVar2 * 3.0;
*(float *)(param_4 + 8) = fVar2 * 3.0 * (float)(dVar3 + 1.1);
*(undefined4 *)param_5 = vec3_origin;
*(undefined4 *)(param_5 + 4) = DAT_01053d4c;
*(undefined4 *)(param_5 + 8) = DAT_01053d50;
}
return uVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.