L L4D2node

CBaseEntity::CheckHasGamePhysicsSimulation

0x0040e5a0 · 96 bytes · __thiscall

_ZN11CBaseEntity29CheckHasGamePhysicsSimulationEv

Decompiled

undefined (1 param)

/* CBaseEntity::CheckHasGamePhysicsSimulation() */

void __thiscall CBaseEntity::CheckHasGamePhysicsSimulation(CBaseEntity *this)

{
  uint uVar1;
  byte bVar2;
  
  bVar2 = WillSimulateGamePhysics(this);
  uVar1 = *(uint *)(this + 0x14c);
  if (bVar2 != ((byte)(uVar1 >> 0x17) & 1)) {
    return;
  }
  if (bVar2 == 0) {
    *(uint *)(this + 0x14c) = uVar1 | 0x800000;
    SimThink_EntityChanged(this);
    return;
  }
  *(uint *)(this + 0x14c) = uVar1 & 0xff7fffff;
  SimThink_EntityChanged(this);
  return;
}

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)