CCollisionProperty::UpdatePartition
0x0042b900 · 334 bytes · __thiscall
_ZN18CCollisionProperty15UpdatePartitionEv
Decompiled
undefined (1 param)
/* CCollisionProperty::UpdatePartition() */
void __thiscall CCollisionProperty::UpdatePartition(CCollisionProperty *this)
{
float fVar1;
uint uVar2;
code *pcVar3;
undefined4 uVar4;
undefined4 uVar5;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
uVar2 = *(uint *)(*(int *)(this + 4) + 0x14c);
if (((uVar2 & 0x8000) != 0) &&
(*(uint *)(*(int *)(this + 4) + 0x14c) = uVar2 & 0xffff7fff,
*(int *)(*(int *)(this + 4) + 0x30) != 0)) {
if (*(short *)(this + 0x28) == -1) {
CreatePartitionHandle(this);
UpdateServerPartitionMask(this);
}
if ((this[0x22] == (CCollisionProperty)0x0) || ((*(ushort *)(this + 0x20) & 4) != 0)) {
if (((*(ushort *)(this + 0x20) & 8) == 0) &&
((*(byte *)(*(int *)(this + 4) + 0x14e) & 4) == 0)) {
return;
}
fVar1 = *(float *)(this + 0x24);
}
else {
fVar1 = *(float *)(this + 0x24);
}
if (fVar1 != 0.0) {
(**(code **)(*(int *)this + 0x3c))(this,&local_34,&local_28);
local_34 = local_34 - 1.0;
local_30 = local_30 - 1.0;
local_2c = local_2c - 1.0;
local_28 = local_28 + 1.0;
local_24 = local_24 + 1.0;
local_20 = local_20 + 1.0;
(**(code **)(*partition + 0x24))(partition,*(undefined2 *)(this + 0x28),&local_34,&local_28);
return;
}
pcVar3 = *(code **)(*partition + 0x24);
uVar4 = (**(code **)(*(int *)this + 0x20))(this);
uVar5 = (**(code **)(*(int *)this + 0x20))(this);
(*pcVar3)(partition,*(undefined2 *)(this + 0x28),uVar5,uVar4);
}
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.