CBaseEntity::VPhysicsSetObject
0x0040fc90 · 240 bytes · __thiscall
_ZN11CBaseEntity17VPhysicsSetObjectEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CBaseEntity::VPhysicsSetObject(IPhysicsObject*) */
void __thiscall CBaseEntity::VPhysicsSetObject(CBaseEntity *this,IPhysicsObject *param_1)
{
int *piVar1;
char cVar2;
undefined1 *puVar3;
bool bVar4;
longdouble lVar5;
if (*(int *)(this + 0x238) == 0) {
bVar4 = param_1 != (IPhysicsObject *)0x0;
}
else if (param_1 == (IPhysicsObject *)0x0) {
bVar4 = false;
}
else {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x7c);
}
bVar4 = false;
Warning("Overwriting physics object for %s\n",puVar3);
}
*(IPhysicsObject **)(this + 0x238) = param_1;
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) & 0xf7ff));
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
lVar5 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
*(float *)(this + 0x23c) = (float)lVar5;
cVar2 = (**(code **)(**(int **)(this + 0x238) + 8))(*(int **)(this + 0x238));
if (cVar2 != '\0') {
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x800));
}
}
if (bVar4) {
CollisionRulesChanged(this._0_1_);
return;
}
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.