L L4D2node

CBaseEntity::VPhysicsInitShadow

0x0040feb0 · 648 bytes · __thiscall

_ZN11CBaseEntity18VPhysicsInitShadowEbbP7solid_t

Decompiled

undefined (4 params)

/* CBaseEntity::VPhysicsInitShadow(bool, bool, solid_t*) */

IPhysicsObject * __thiscall
CBaseEntity::VPhysicsInitShadow(CBaseEntity *this,bool param_1,bool param_2,solid_t *param_3)

{
  CBaseEntity *pCVar1;
  Vector *pVVar2;
  char cVar3;
  int iVar4;
  IPhysicsObject *pIVar5;
  Vector *pVVar6;
  Vector *pVVar7;
  float *pfVar8;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  cVar3 = VPhysicsInitSetup(this);
  if (cVar3 != '\0') {
    pCVar1 = this + 0x194;
    iVar4 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
    if (iVar4 != 0) {
      pVVar2 = (Vector *)(this + 0x2e0);
      if (((byte)this[0x14d] & 8) != 0) {
        CalcAbsolutePosition(this);
        if (((byte)this[0x14d] & 8) != 0) {
          CalcAbsolutePosition(this);
        }
      }
      local_40 = *(undefined4 *)(this + 0x37c);
      local_3c = *(undefined4 *)(this + 0x380);
      local_38 = *(undefined4 *)(this + 900);
      iVar4 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
      if (iVar4 == 2) {
        pfVar8 = (float *)(**(code **)(*(int *)(this + 0x194) + 4))(pCVar1);
        local_34 = *pfVar8 + 0.21875;
        local_30 = pfVar8[1] + 0.21875;
        local_2c = pfVar8[2] + 0.21875;
        pfVar8 = (float *)(**(code **)(*(int *)(this + 0x194) + 8))(pCVar1);
        local_28 = *pfVar8 - 0.21875;
        local_24 = pfVar8[1] - 0.21875;
        local_20 = pfVar8[2] - 0.21875;
        pIVar5 = (IPhysicsObject *)
                 PhysModelCreateBox(this,(Vector *)&local_34,(Vector *)&local_28,pVVar2,false);
        local_40 = vec3_angle;
        local_3c = DAT_01053d40;
        local_38 = DAT_01053d44;
      }
      else {
        iVar4 = (**(code **)(*(int *)(this + 0x194) + 0x2c))();
        if (iVar4 == 3) {
          pVVar6 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 8))(pCVar1);
          pVVar7 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 4))(pCVar1);
          pIVar5 = (IPhysicsObject *)
                   PhysModelCreateOBB(this,pVVar7,pVVar6,pVVar2,(QAngle *)&local_40,false);
        }
        else {
          iVar4 = (**(code **)(*(int *)this + 0x1c))(this);
          pIVar5 = (IPhysicsObject *)
                   PhysModelCreate(this,iVar4,pVVar2,(QAngle *)&local_40,param_3,8);
        }
      }
      if (pIVar5 != (IPhysicsObject *)0x0) {
        VPhysicsSetObject(this,pIVar5);
        (**(code **)(*(int *)pIVar5 + 0x114))(pIVar5,0x461c4000,0x461c4000,param_1,param_2);
        (**(code **)(*(int *)pIVar5 + 0x118))(pIVar5,pVVar2,&local_40,0,0);
        CollisionRulesChanged(SUB41(this,0));
        return pIVar5;
      }
    }
  }
  return (IPhysicsObject *)0x0;
}

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)