L L4D2node

CBaseEntity::VPhysicsUpdate

0x00410760 · 643 bytes · __thiscall

_ZN11CBaseEntity14VPhysicsUpdateEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CBaseEntity::VPhysicsUpdate(IPhysicsObject*) */

void __thiscall CBaseEntity::VPhysicsUpdate(CBaseEntity *this,IPhysicsObject *param_1)

{
  uint uVar1;
  char cVar2;
  undefined1 *puVar3;
  undefined4 uVar4;
  undefined *puVar5;
  longdouble lVar6;
  uint local_40;
  uint local_3c;
  uint local_38;
  float local_34;
  float local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (this[0x186] == (CBaseEntity)0x6) {
    uVar1 = *(uint *)(this + 0x188);
    if ((((uVar1 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(this + 0x7c);
      }
      DevWarning("Updating physics on object in hierarchy %s!\n",puVar3);
      return;
    }
    (**(code **)(*(int *)param_1 + 0xc4))(param_1,(Vector *)&local_40,(QAngle *)&local_34);
    if ((((uint)local_34 & 0x7f800000) == 0x7f800000) ||
       (((uint)local_30 & 0x7f800000) == 0x7f800000)) {
      uVar4 = GetDebugName(this);
      Msg("Infinite angles from vphysics! (entity %s)\n",uVar4);
      local_34 = vec3_angle;
      local_30 = DAT_01053d40;
      local_2c = DAT_01053d44;
    }
    if (((byte)this[0x14d] & 8) != 0) {
      CalcAbsolutePosition(this);
    }
    local_28 = *(undefined4 *)(this + 0x2e0);
    local_24 = *(undefined4 *)(this + 0x2e4);
    local_20 = *(undefined4 *)(this + 0x2e8);
    lVar6 = (longdouble)AngleNormalize(local_34);
    local_34 = (float)lVar6;
    lVar6 = (longdouble)AngleNormalize(local_30);
    local_30 = (float)lVar6;
    lVar6 = (longdouble)AngleNormalize(local_2c);
    local_2c = (float)lVar6;
    NetworkQuantize(this,(Vector *)&local_40,(QAngle *)&local_34);
    if ((((local_40 & 0x7f800000) == 0x7f800000) || ((local_3c & 0x7f800000) == 0x7f800000)) ||
       ((local_38 & 0x7f800000) == 0x7f800000)) {
      uVar4 = GetDebugName(this);
      Msg("Infinite origin from vphysics! (entity %s)\n",uVar4);
    }
    else {
      SetAbsOrigin(this,(Vector *)&local_40);
    }
    SetAbsAngles(this,(QAngle *)&local_34);
    cVar2 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
    if ((cVar2 != '\0') && (*(int *)(this + 0x234) == 3)) {
      SetCollisionGroup(this,1);
    }
    PhysicsTouchTriggers(this,(Vector *)&local_28);
    PhysicsRelinkChildren(this,*(float *)(gpGlobals + 0x10));
  }
  else if (this[0x186] == (CBaseEntity)0x7) {
    VPhysicsUpdatePusher(this,param_1);
  }
  return;
}

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)