L L4D2node

CBasePlayer::SimulatePlayerSimulatedEntities

0x0041aa40 · 350 bytes · __thiscall

_ZN11CBasePlayer31SimulatePlayerSimulatedEntitiesEv

Decompiled

undefined (1 param)

/* CBasePlayer::SimulatePlayerSimulatedEntities() */

void __thiscall CBasePlayer::SimulatePlayerSimulatedEntities(CBasePlayer *this)

{
  uint uVar1;
  int *piVar2;
  CBaseEntity *this_00;
  undefined *puVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar5 = *(int *)(this + 0x2074) + -1;
  iVar6 = iVar5 * 4;
  if (-1 < iVar5) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x2068) + iVar6), uVar1 != 0xffffffff &&
               (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
             ((piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0 && ((char)piVar2[0xf1] != '\0'))
             ))) {
        iVar5 = iVar5 + -1;
        iVar6 = iVar6 + -4;
        (**(code **)(*piVar2 + 0x1c8))(piVar2);
        if (iVar5 == -1) goto LAB_0041aaef;
      }
      iVar4 = iVar5 + -1;
      iVar6 = iVar6 + -4;
      CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
                ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                 (this + 0x2068),iVar5,1);
      *(int *)(this + 0x2074) = *(int *)(this + 0x2074) + -1;
      iVar5 = iVar4;
    } while (iVar4 != -1);
LAB_0041aaef:
    iVar5 = *(int *)(this + 0x2074) + -1;
    if (-1 < iVar5) {
      iVar6 = iVar5 * 4;
      do {
        while (((uVar1 = *(uint *)(*(int *)(this + 0x2068) + iVar6), uVar1 == 0xffffffff ||
                (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)
                ) || ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc ||
                      ((this_00 = *(CBaseEntity **)(puVar3 + 4), this_00 == (CBaseEntity *)0x0 ||
                       (this_00[0x3c4] == (CBaseEntity)0x0))))))) {
          CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
                    ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                     (this + 0x2068),iVar5,1);
          *(int *)(this + 0x2074) = *(int *)(this + 0x2074) + -1;
LAB_0041ab2e:
          iVar5 = iVar5 + -1;
          iVar6 = iVar6 + -4;
          if (iVar5 == -1) {
            return;
          }
        }
        if (((byte)this_00[0x14f] & 1) == 0) goto LAB_0041ab2e;
        iVar5 = iVar5 + -1;
        iVar6 = iVar6 + -4;
        CBaseEntity::PhysicsCheckForEntityUntouch(this_00);
        if (iVar5 == -1) {
          return;
        }
      } while( true );
    }
  }
  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)