CBaseEntity::VPhysicsInitNormal
0x0040fd90 · 262 bytes · __thiscall
_ZN11CBaseEntity18VPhysicsInitNormalE11SolidType_tibP7solid_t
Decompiled
undefined (5 params)
/* CBaseEntity::VPhysicsInitNormal(SolidType_t, int, bool, solid_t*) */
IPhysicsObject * __thiscall
CBaseEntity::VPhysicsInitNormal
(CBaseEntity *this,int param_2,int param_3,char param_4,solid_t *param_5)
{
char cVar1;
int iVar2;
IPhysicsObject *pIVar3;
cVar1 = VPhysicsInitSetup(this);
if (cVar1 != '\0') {
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),param_2);
CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),param_3);
if (param_2 != 0) {
if ((((byte)this[0x14d] & 8) != 0) &&
(CalcAbsolutePosition(this), ((byte)this[0x14d] & 8) != 0)) {
CalcAbsolutePosition(this);
}
iVar2 = (**(code **)(*(int *)this + 0x1c))(this);
pIVar3 = (IPhysicsObject *)
PhysModelCreate(this,iVar2,(Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),param_5,
0);
if (pIVar3 != (IPhysicsObject *)0x0) {
VPhysicsSetObject(this,pIVar3);
SetMoveType(this,6,0);
if (param_4 != '\0') {
return pIVar3;
}
(**(code **)(*(int *)pIVar3 + 100))(pIVar3);
return pIVar3;
}
}
}
return (IPhysicsObject *)0x0;
}
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.