CBaseEntity::PhysicsRemoveGround
0x00475dc0 · 130 bytes · __cdecl
_ZN11CBaseEntity19PhysicsRemoveGroundEPS_P12groundlink_t
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsRemoveGround(CBaseEntity*, groundlink_t*) */
void CBaseEntity::PhysicsRemoveGround(CBaseEntity *param_1,groundlink_t *param_2)
{
uint uVar1;
undefined *puVar2;
uVar1 = *(uint *)param_2;
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
((*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0 && (param_1 != (CBaseEntity *)0x0)))) {
RemoveFlag(*(CBaseEntity **)(puVar2 + 4),1);
}
groundlinksallocated = groundlinksallocated + -1;
*(undefined4 *)(*(int *)(param_2 + 4) + 8) = *(undefined4 *)(param_2 + 8);
*(undefined4 *)(*(int *)(param_2 + 8) + 4) = *(undefined4 *)(param_2 + 4);
CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityGroundLinks,param_2);
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.