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 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.