CBaseEntity::UpdateWaterState
0x00476900 · 422 bytes · __thiscall
_ZN11CBaseEntity16UpdateWaterStateEv
Decompiled
undefined (1 param)
/* CBaseEntity::UpdateWaterState() */
void __thiscall CBaseEntity::UpdateWaterState(CBaseEntity *this)
{
code *pcVar1;
uint uVar2;
int iVar3;
int **ppiVar4;
int *local_50;
Vector local_34 [8];
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
ppiVar4 = (int **)&stack0xffffffb4;
local_28 = 0x3f000000;
local_24 = 0x3f000000;
local_20 = 0;
local_50 = (int *)0x47693d;
CCollisionProperty::NormalizedToWorldSpace
((CCollisionProperty *)(this + 0x194),(Vector *)&local_28,local_34);
if (this[0x253] != (CBaseEntity)0x0) {
local_50 = (int *)0x4769a2;
(**(code **)(*(int *)this + 0x2ec))();
this[0x253] = (CBaseEntity)0x0;
}
local_50 = (int *)0x47695f;
SetWaterType(this,0);
local_50 = (int *)0x476978;
uVar2 = (**(code **)(*enginetrace + 4))();
if ((uVar2 & 0x4030) == 0) {
return;
}
local_50 = (int *)0x4769bc;
SetWaterType(this,uVar2);
if (this[0x253] != (CBaseEntity)0x1) {
local_50 = (int *)0x4769d7;
(**(code **)(*(int *)this + 0x2ec))();
this[0x253] = (CBaseEntity)0x1;
}
if (*(float *)(this + 0x1b8) != 0.0) {
local_50 = (int *)0x476a23;
iVar3 = (**(code **)(*(int *)this + 0x288))();
local_2c = *(undefined4 *)(iVar3 + 8);
local_50 = (int *)0x476a46;
uVar2 = (**(code **)(*enginetrace + 4))();
if ((uVar2 & 0x4030) == 0) {
return;
}
if (this[0x253] != (CBaseEntity)0x2) {
local_50 = (int *)0x476a6c;
(**(code **)(*(int *)this + 0x2ec))();
this[0x253] = (CBaseEntity)0x2;
}
local_50 = (int *)0x476a82;
(**(code **)(*(int *)this + 0x234))();
ppiVar4 = &local_50;
local_2c = local_20;
local_50 = enginetrace;
uVar2 = (**(code **)(*enginetrace + 4))();
if ((uVar2 & 0x4030) == 0) {
return;
}
}
if (this[0x253] == (CBaseEntity)0x3) {
return;
}
iVar3 = *(int *)this;
*ppiVar4 = (int *)this;
ppiVar4[1] = (int *)(this + 0x253);
pcVar1 = *(code **)(iVar3 + 0x2ec);
ppiVar4[-1] = (int *)0x476a05;
(*pcVar1)();
this[0x253] = (CBaseEntity)0x3;
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.