L L4D2node

CGameMovement::PushEntity

0x00458960 · 250 bytes · __thiscall

_ZN13CGameMovement10PushEntityER6VectorP10CGameTrace

Decompiled

undefined (3 params)

/* CGameMovement::PushEntity(Vector&, CGameTrace*) */

void __thiscall CGameMovement::PushEntity(CGameMovement *this,Vector *param_1,CGameTrace *param_2)

{
  int iVar1;
  code *pcVar2;
  undefined4 uVar3;
  float local_28;
  float local_24;
  float local_20;
  
  iVar1 = *(int *)(this + 8);
  local_28 = *(float *)param_1 + *(float *)(iVar1 + 0x9c);
  local_24 = *(float *)(param_1 + 4) + *(float *)(iVar1 + 0xa0);
  local_20 = *(float *)(param_1 + 8) + *(float *)(iVar1 + 0xa4);
  pcVar2 = *(code **)(*(int *)this + 0x3c);
  uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar2)(this,*(int *)(this + 8) + 0x9c,&local_28,uVar3,8,param_2);
  iVar1 = *(int *)(this + 8);
  *(undefined4 *)(iVar1 + 0x9c) = *(undefined4 *)(param_2 + 0xc);
  *(undefined4 *)(iVar1 + 0xa0) = *(undefined4 *)(param_2 + 0x10);
  *(undefined4 *)(iVar1 + 0xa4) = *(undefined4 *)(param_2 + 0x14);
  if ((*(float *)(param_2 + 0x2c) <= 1.0 && *(float *)(param_2 + 0x2c) != 1.0) &&
     (param_2[0x36] == (CGameTrace)0x0)) {
    (**(code **)(*IMoveHelper::sm_pSingleton + 0xc))
              (IMoveHelper::sm_pSingleton,param_2,*(int *)(this + 8) + 0x40);
    return;
  }
  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)