CBaseEntity::PhysicsRunThink
0x00478ae0 · 149 bytes · __thiscall
_ZN11CBaseEntity15PhysicsRunThinkENS_14thinkmethods_tE.part.150
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t) [clone .part.150] */
undefined4 __thiscall CBaseEntity::PhysicsRunThink(void)
{
char cVar1;
int in_EAX;
int in_EDX;
_func_void *p_Var2;
if (in_EDX != 2) {
cVar1 = PhysicsRunSpecificThink(in_EAX,(_func_void *)&DAT_ffffffff);
if (cVar1 == '\0') {
return 0;
}
if (in_EDX == 1) {
return 1;
}
}
p_Var2 = (_func_void *)0x0;
if (0 < *(int *)(in_EAX + 0xb0)) {
do {
cVar1 = PhysicsRunSpecificThink(in_EAX,p_Var2);
if (cVar1 == '\0') {
return 0;
}
p_Var2 = p_Var2 + 1;
} while ((int)p_Var2 < *(int *)(in_EAX + 0xb0));
}
return 1;
}
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.