L L4D2node

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 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)