CStaticPropMgr::CreateVPhysicsRepresentations
0x001e5ae0 · 163 bytes · __thiscall
_ZN14CStaticPropMgr29CreateVPhysicsRepresentationsEP19IPhysicsEnvironmentP14IPhysics2WorldP19IVPhysicsKeyHandlerP11CBaseEntityRK28PhysicsCollisionRulesCache_t
Decompiled
undefined (6 params)
/* CStaticPropMgr::CreateVPhysicsRepresentations(IPhysicsEnvironment*, IPhysics2World*,
IVPhysicsKeyHandler*, CBaseEntity*, PhysicsCollisionRulesCache_t const&) */
void __thiscall
CStaticPropMgr::CreateVPhysicsRepresentations
(CStaticPropMgr *this,IPhysicsEnvironment *param_1,IPhysics2World *param_2,
IVPhysicsKeyHandler *param_3,CBaseEntity *param_4,PhysicsCollisionRulesCache_t *param_5)
{
int iVar1;
int *piVar2;
int iVar3;
if (((*(int *)(phys2_merge_static_props._28_4_ + 0x30) != 0) && (param_2 != (IPhysics2World *)0x0)
) && (iVar1 = (**(code **)(*(int *)param_2 + 0x6c))(param_2,0), iVar1 != 0)) {
return;
}
iVar1 = *(int *)(this + 0x2c) + -1;
iVar3 = iVar1 * 0xd8;
for (; -1 < iVar1; iVar1 = iVar1 + -1) {
piVar2 = (int *)CStaticProp::CreateVPhysicsInternal
((CStaticProp *)(*(int *)(this + 0x20) + iVar3),param_1,param_2,
param_3,param_4);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x160))(piVar2,param_5,0);
}
iVar3 = iVar3 + -0xd8;
}
return;
}
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.