CBaseEntity::GetPhysicsCollisionRulesCache
0x00410450 · 250 bytes · __thiscall
_ZN11CBaseEntity29GetPhysicsCollisionRulesCacheER28PhysicsCollisionRulesCache_t
Decompiled
undefined (2 params)
/* CBaseEntity::GetPhysicsCollisionRulesCache(PhysicsCollisionRulesCache_t&) */
void __thiscall
CBaseEntity::GetPhysicsCollisionRulesCache(CBaseEntity *this,PhysicsCollisionRulesCache_t *param_1)
{
CBaseEntity CVar1;
uint uVar2;
char cVar3;
undefined4 uVar4;
int *piVar5;
int iVar6;
undefined *puVar7;
byte local_20;
CVar1 = this[0x186];
uVar4 = (**(code **)(*(int *)this + 0x1c))(this);
*(undefined4 *)param_1 = uVar4;
uVar4 = (**(code **)(*(int *)this + 0x2c8))(this);
puVar7 = g_pEntityList;
*(undefined4 *)(param_1 + 4) = uVar4;
*(short *)(param_1 + 8) = (short)*(undefined4 *)(this + 0x234);
uVar2 = *(uint *)(this + 0x188);
if ((((uVar2 == 0xffffffff) ||
(puVar7 = puVar7 + (uVar2 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar7 + 8) != uVar2 >> 0xc)) || (*(int *)(puVar7 + 4) == 0)) {
if (CVar1 != (CBaseEntity)0x7) goto LAB_004104be;
}
else {
local_20 = 1;
if (CVar1 != (CBaseEntity)0x6) goto LAB_004104e5;
local_20 = 1;
iVar6 = GetRootMoveParent(this);
if (*(char *)(iVar6 + 0x186) != '\x06') goto LAB_004104e5;
LAB_004104be:
piVar5 = *(int **)(this + 0x238);
if (((piVar5 == (int *)0x0) ||
(piVar5 = (int *)(**(code **)(*piVar5 + 0x120))(piVar5), piVar5 == (int *)0x0)) ||
((CVar1 != (CBaseEntity)0xb &&
(((CVar1 != (CBaseEntity)0x6 ||
(cVar3 = (**(code **)(*piVar5 + 0x18))(piVar5), cVar3 != '\0')) ||
(cVar3 = (**(code **)(*piVar5 + 0x1c))(piVar5), cVar3 != '\0')))))) {
local_20 = 0;
goto LAB_004104e5;
}
}
local_20 = 1;
LAB_004104e5:
param_1[10] = (PhysicsCollisionRulesCache_t)((byte)param_1[10] & 0xfe | local_20);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.