CBaseEntity::WillSimulateGamePhysics
0x0040e530 · 103 bytes · __thiscall
_ZN11CBaseEntity23WillSimulateGamePhysicsEv
Decompiled
undefined (1 param)
/* CBaseEntity::WillSimulateGamePhysics() */
char __thiscall CBaseEntity::WillSimulateGamePhysics(CBaseEntity *this)
{
CBaseEntity CVar1;
char cVar2;
cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
if ((cVar2 == '\0') &&
(CVar1 = this[0x186], CVar1 != (CBaseEntity)0x6 && CVar1 != (CBaseEntity)0x0)) {
if (CVar1 == (CBaseEntity)0x7) {
if (0.0 <= *(float *)(this + 0x2d8)) {
cVar2 = 0.0 < *(float *)(this + 0x2d8) - *(float *)(this + 0x2d0);
}
}
else {
cVar2 = '\x01';
}
}
return cVar2;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.