CCollisionProperty::Init
0x00429af0 · 361 bytes · __thiscall
_ZN18CCollisionProperty4InitEP11CBaseEntity
Decompiled
undefined (2 params)
/* CCollisionProperty::Init(CBaseEntity*) */
void __thiscall CCollisionProperty::Init(CCollisionProperty *this,CBaseEntity *param_1)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
*(CBaseEntity **)(this + 4) = param_1;
(**(code **)(*(int *)this + 0x50))(this,this + 8);
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
(**(code **)(*(int *)this + 0x50))(this,this + 0x14);
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x24) = 0;
if (this[0x23] != (CCollisionProperty)0x0) {
(**(code **)(*(int *)this + 0x50))(this,this + 0x23);
this[0x23] = (CCollisionProperty)0x0;
}
if (*(short *)(this + 0x20) != 0) {
(**(code **)(*(int *)this + 0x50))(this,this + 0x20);
*(undefined2 *)(this + 0x20) = 0;
}
if (this[0x22] != (CCollisionProperty)0x0) {
(**(code **)(*(int *)this + 0x50))(this,this + 0x22);
this[0x22] = (CCollisionProperty)0x0;
}
this[0x2b] = (CCollisionProperty)0x1;
if (this[0x2a] != (CCollisionProperty)0x0) {
(**(code **)(*(int *)this + 0x50))(this,this + 0x2a);
this[0x2a] = (CCollisionProperty)0x0;
}
uVar3 = DAT_01053d50;
uVar2 = DAT_01053d4c;
uVar1 = vec3_origin;
*(undefined4 *)(this + 0x44) = vec3_origin;
*(undefined4 *)(this + 0x48) = uVar2;
*(undefined4 *)(this + 0x4c) = uVar3;
*(undefined4 *)(this + 0x50) = uVar1;
*(undefined4 *)(this + 0x54) = uVar2;
*(undefined4 *)(this + 0x58) = uVar3;
(**(code **)(*(int *)this + 0x50))(this,this + 0x2c);
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
(**(code **)(*(int *)this + 0x50))(this,this + 0x38);
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0;
return;
}
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.