L L4D2node

CStaticProp::CreateVPhysicsInternal

0x001e5550 · 1296 bytes · __thiscall

_ZN11CStaticProp22CreateVPhysicsInternalEP19IPhysicsEnvironmentP14IPhysics2WorldP19IVPhysicsKeyHandlerP11CBaseEntity

Decompiled

undefined (5 params)

/* CStaticProp::CreateVPhysicsInternal(IPhysicsEnvironment*, IPhysics2World*, IVPhysicsKeyHandler*,
   CBaseEntity*) */

int * __thiscall
CStaticProp::CreateVPhysicsInternal
          (CStaticProp *this,IPhysicsEnvironment *param_1,IPhysics2World *param_2,
          IVPhysicsKeyHandler *param_3,CBaseEntity *param_4)

{
  CStaticProp CVar1;
  char cVar2;
  int *piVar3;
  char *pcVar4;
  undefined4 uVar5;
  int iVar6;
  uint uVar7;
  void *pvVar8;
  model_t *pmVar9;
  int iVar10;
  uint uVar11;
  int in_GS_OFFSET;
  undefined4 local_784;
  char *local_778;
  uint local_774;
  undefined4 local_768;
  char local_764 [260];
  undefined1 local_660 [512];
  undefined1 local_460;
  undefined1 local_260 [532];
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  char *local_34;
  CBaseEntity *local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined1 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (g_pPhysics2 != (int *)0x0) {
    (**(code **)(*g_pPhysics2 + 0x44))(g_pPhysics2,"/data/src/engine/./staticpropmgr.cpp",0x523);
  }
  CVar1 = this[0x39];
  if (CVar1 != (CStaticProp)0x0) {
    local_260[0] = 0;
    local_460 = 0;
    local_660[0] = 0;
    pmVar9 = *(model_t **)(this + 0x28);
    if (pmVar9 == (model_t *)0x0) {
      pcVar4 = "unknown model";
      if (CVar1 != (CStaticProp)0x2) goto LAB_001e581c;
      local_778 = "prop_static";
      local_774 = 0xffffffff;
      iVar10 = 0;
LAB_001e59fb:
      local_784 = (**(code **)(*physcollision + 0x78))(physcollision,iVar10 + 0x118,iVar10 + 0x124);
      local_4c = 0;
      local_48 = 0x3f800000;
      local_44 = 0x3f800000;
      local_40 = 0x3dcccccd;
      local_3c = 0x3dcccccd;
      local_38 = 0x3d4ccccd;
      local_2c = 0;
      local_28 = 0x3f800000;
    }
    else {
      iVar10 = 0;
      if (CVar1 == (CStaticProp)0x6) {
        iVar10 = CM_VCollideForModel(-1,pmVar9);
        pmVar9 = *(model_t **)(this + 0x28);
      }
      if (*(int *)(pmVar9 + 0x110) == 3) {
        if (*(short *)(pmVar9 + 0x134) == -1) {
          local_774 = 0xffffffff;
          goto LAB_001e5618;
        }
        iVar6 = (**(code **)(*mdlcache + 0x28))(mdlcache,*(short *)(pmVar9 + 0x134));
        local_778 = (char *)(iVar6 + 0xc);
        local_774 = *(uint *)(iVar6 + 0x14c);
      }
      else {
        local_774 = 0xffffffff;
        if (*(int *)(pmVar9 + 0x110) == 1) {
          local_774 = *(uint *)((uint)*(ushort *)(pmVar9 + 0x14a) * 0x40 +
                               *(int *)(*(int *)(pmVar9 + 0x134) + 0x50));
        }
LAB_001e5618:
        local_778 = "prop_static";
      }
      if (iVar10 == 0) {
        iVar10 = *(int *)(this + 0x28);
        if (this[0x39] == (CStaticProp)0x2) goto LAB_001e59fb;
        if (iVar10 == 0) {
          pcVar4 = "unknown model";
        }
        else {
          pcVar4 = (char *)(**(code **)(*(int *)modelloader + 0x10))(modelloader,iVar10);
        }
LAB_001e581c:
        V_strncpy(local_764,pcVar4,0x104);
        Warning("Map Error:  Static prop with bogus solid type %d! (%s)\n",this[0x39],local_764);
        this[0x39] = (CStaticProp)0x0;
        goto LAB_001e56df;
      }
      local_784 = **(undefined4 **)(iVar10 + 4);
                    /* try { // try from 001e5639 to 001e56ca has its CatchHandler @ 001e5a6f */
      piVar3 = (int *)(**(code **)(*physcollision + 0xa0))(physcollision,iVar10);
      while (cVar2 = (**(code **)(*piVar3 + 0xc))(piVar3), cVar2 == '\0') {
        pcVar4 = (char *)(**(code **)(*piVar3 + 8))(piVar3);
        iVar10 = _V_stricmp(pcVar4,"solid");
        if (iVar10 == 0) {
          (**(code **)(*piVar3 + 0x10))(piVar3,local_660,param_3);
          break;
        }
        (**(code **)(*piVar3 + 0x28))(piVar3);
      }
      (**(code **)(*physcollision + 0xa4))(physcollision,piVar3);
    }
    local_24 = 1;
    local_30 = param_4;
    local_34 = "prop_static";
    uVar5 = (**(code **)(*physprops + 0x10))(physprops,local_260);
    if ((param_2 == (IPhysics2World *)0x0) ||
       (iVar10 = (**(code **)(*(int *)param_2 + 0x6c))(param_2,0), iVar10 < 1)) {
                    /* try { // try from 001e5744 to 001e5a1c has its CatchHandler @ 001e5a6f */
      piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x24))
                                (param_1,local_784,uVar5,this + 0x10,this + 0x1c,&local_4c);
      (**(code **)(*piVar3 + 0xa8))(piVar3,local_774);
      if ((local_774 & 1) != 0) {
        (**(code **)(*piVar3 + 0x154))(piVar3,2);
      }
      goto LAB_001e56e1;
    }
    if (((*(int *)(phys2_merge_static_props._28_4_ + 0x30) == 0) &&
        (iVar10 = (**(code **)(*g_pMDLCache + 0x34))
                            (g_pMDLCache,*(undefined2 *)(*(int *)(this + 0x28) + 0x134),1),
        iVar10 != 0)) && (uVar7 = (uint)*(ushort *)(iVar10 + 2), uVar7 != 0)) {
      pvVar8 = operator_new__(uVar7 << 2);
      *(void **)(this + 0x30) = pvVar8;
      *(uint *)(this + 0x34) = uVar7;
      uVar11 = 0;
      do {
        local_768 = *(undefined4 *)(*(int *)(iVar10 + 8) + uVar11 * 4);
        piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x38))
                                  (param_2,&local_768,1,this + 0x10,this + 0x1c,1);
        (**(code **)(*piVar3 + 0x3c))(piVar3,"%s shape %d @%p",local_778,uVar11,piVar3);
        *(int **)(*(int *)(this + 0x30) + uVar11 * 4) = piVar3;
        piVar3 = (int *)(**(code **)(*piVar3 + 0x60))(piVar3);
        uVar11 = uVar11 + 1;
      } while (uVar11 < uVar7);
      goto LAB_001e56e1;
    }
  }
LAB_001e56df:
  piVar3 = (int *)0x0;
LAB_001e56e1:
  if (g_pPhysics2 != (int *)0x0) {
    (**(code **)(*g_pPhysics2 + 0x48))(g_pPhysics2);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return piVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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.



        

        

          

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