CEntityTemporaryMover::Push
0x0045cd70 · 301 bytes · __thiscall
_ZN21CEntityTemporaryMover4PushEP11CBaseEntity
Decompiled
undefined (2 params)
/* CEntityTemporaryMover::Push(CBaseEntity*) */
void __thiscall CEntityTemporaryMover::Push(CEntityTemporaryMover *this,CBaseEntity *param_1)
{
int iVar1;
int iVar2;
void *pvVar3;
int iVar4;
int iVar5;
undefined4 *puVar6;
iVar1 = *(int *)(this + 0xc);
iVar4 = *(int *)(this + 4);
iVar5 = iVar1 + 1;
if (iVar4 < iVar5) {
iVar2 = *(int *)(this + 8);
if (-1 < iVar2) {
if (iVar2 == 0) {
if (iVar4 == 0) {
if (iVar5 < 3) {
iVar4 = 2;
goto LAB_0045ce36;
}
iVar4 = 2;
}
do {
iVar4 = iVar4 * 2;
} while (iVar4 < iVar5);
}
else {
for (iVar4 = (iVar1 / iVar2 + 1) * iVar2; iVar4 < iVar5; iVar4 = (iVar4 + iVar5) / 2) {
}
}
LAB_0045ce36:
*(int *)(this + 4) = iVar4;
if (*(void **)this == (void *)0x0) {
pvVar3 = malloc(iVar4 << 4);
*(void **)this = pvVar3;
}
else {
pvVar3 = realloc(*(void **)this,iVar4 << 4);
*(void **)this = pvVar3;
iVar5 = *(int *)(this + 0xc) + 1;
}
goto LAB_0045cd8e;
}
}
pvVar3 = *(void **)this;
LAB_0045cd8e:
*(int *)(this + 0xc) = iVar5;
iVar4 = iVar1 * 0x10;
iVar5 = (iVar5 - iVar1) + -1;
*(void **)(this + 0x10) = pvVar3;
if (0 < iVar5) {
_V_memmove((void *)((int)pvVar3 + iVar4 + 0x10),(void *)((int)pvVar3 + iVar4),iVar5 * 0x10);
pvVar3 = *(void **)this;
}
puVar6 = (undefined4 *)(iVar4 + (int)pvVar3);
*puVar6 = param_1;
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
puVar6[1] = *(undefined4 *)(param_1 + 0x2e0);
puVar6[2] = *(undefined4 *)(param_1 + 0x2e4);
puVar6[3] = *(undefined4 *)(param_1 + 0x2e8);
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.