CBaseEntity::PhysicsCheckWaterTransition
0x00477030 · 294 bytes · __thiscall
_ZN11CBaseEntity27PhysicsCheckWaterTransitionEv
Decompiled
undefined (1 param)
/* CBaseEntity::PhysicsCheckWaterTransition() */
void __thiscall CBaseEntity::PhysicsCheckWaterTransition(CBaseEntity *this)
{
uint uVar1;
int iVar2;
uint uVar3;
undefined *puVar4;
undefined4 local_28;
undefined4 local_24;
float local_20;
iVar2 = GetWaterType(this);
UpdateWaterState(this);
uVar3 = GetWaterType(this);
uVar1 = *(uint *)(this + 0x188);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
if ((uVar3 & 0x4030) == 0) {
if (iVar2 != 0) {
EmitSound(this,"BaseEntity.ExitWater",0.0,(float *)0x0);
}
}
else if (iVar2 == 0) {
(**(code **)(*(int *)this + 0x284))(this);
EmitSound(this,"BaseEntity.EnterWater",0.0,(float *)0x0);
if ((*(uint *)(this + 0x14c) & 0x20000000) == 0) {
if ((*(uint *)(this + 0x14c) & 0x1000) != 0) {
CalcAbsoluteVelocity(this);
}
local_28 = *(undefined4 *)(this + 0x274);
local_24 = *(undefined4 *)(this + 0x278);
local_20 = *(float *)(this + 0x27c) * 0.5;
SetAbsVelocity(this,(Vector *)&local_28);
}
}
}
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.