L L4D2node

CBaseEntity::PhysicsToss

0x00478bb0 · 873 bytes · __thiscall

_ZN11CBaseEntity11PhysicsTossEv

Decompiled

undefined (1 param)

/* CBaseEntity::PhysicsToss() */

void __thiscall CBaseEntity::PhysicsToss(CBaseEntity *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int *piVar4;
  code *pcVar5;
  int iVar6;
  char cVar7;
  uint uVar8;
  undefined *puVar9;
  float local_7c;
  float local_78;
  float local_74;
  CGameTrace local_70 [44];
  float local_44;
  char local_3a;
  
  iVar6 = enginetrace;
  uVar2 = *(undefined4 *)(enginetrace + 8);
  *(char **)(enginetrace + 8) = "PhysicsToss";
  uVar3 = *(undefined4 *)(iVar6 + 4);
  *(CBaseEntity **)(iVar6 + 4) = this;
                    /* try { // try from 00478bde to 00478f2f has its CatchHandler @ 00478f35 */
  PhysicsCheckWater(this);
  uVar8 = *(uint *)(this + 0x14c);
  if ((uVar8 & 0x400000) == 0) {
    cVar7 = PhysicsRunThink();
    if (cVar7 == '\0') goto LAB_00478e19;
    uVar8 = *(uint *)(this + 0x14c);
  }
  if ((uVar8 & 0x1000) == 0) {
    if (0.0 < *(float *)(this + 0x27c)) goto LAB_00478c0d;
LAB_00478e78:
    uVar8 = *(uint *)(this + 600);
    if ((((uVar8 == 0xffffffff) ||
         (puVar9 = g_pEntityList + (uVar8 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar9 + 8) != uVar8 >> 0xc)) ||
       ((*(CBaseEntity **)(puVar9 + 4) == (CBaseEntity *)0x0 ||
        (cVar7 = IsStandable(*(CBaseEntity **)(puVar9 + 4)), cVar7 == '\0')))) goto LAB_00478c0d;
  }
  else {
    CalcAbsoluteVelocity(this);
    if (*(float *)(this + 0x27c) <= 0.0) goto LAB_00478e78;
LAB_00478c0d:
    SetGroundEntity(this,(CBaseEntity *)0x0);
  }
  if (((byte)this[0x150] & 1) != 0) {
    if (((byte)this[0x14d] & 0x10) != 0) {
      CalcAbsoluteVelocity(this);
    }
    if (((vec3_origin == *(float *)(this + 0x274)) && (DAT_01053d4c == *(float *)(this + 0x278))) &&
       ((DAT_01053d50 == *(float *)(this + 0x27c) &&
        (((SetLocalAngularVelocity(this,(QAngle *)&vec3_angle),
          vec3_origin == *(float *)(this + 0x268) && (DAT_01053d4c == *(float *)(this + 0x26c))) &&
         (DAT_01053d50 == *(float *)(this + 0x270))))))) goto LAB_00478e19;
  }
  PhysicsCheckVelocity(this);
  if ((this[0x186] == (CBaseEntity)0x5) && (((byte)this[0x151] & 4) == 0)) {
    PhysicsAddGravityMove(this,(Vector *)&local_7c);
  }
  else {
    if (((byte)this[0x14d] & 0x10) != 0) {
      CalcAbsoluteVelocity(this);
    }
    local_74 = *(float *)(gpGlobals + 0x10);
    local_7c = (*(float *)(this + 0x274) + *(float *)(this + 0x268)) * local_74;
    local_78 = (*(float *)(this + 0x278) + *(float *)(this + 0x26c)) * local_74;
    local_74 = (*(float *)(this + 0x27c) + *(float *)(this + 0x270)) * local_74;
    PhysicsCheckVelocity(this);
  }
  SimulateAngles(this,*(float *)(gpGlobals + 0x10));
  PhysicsPushEntity(this,(Vector *)&local_7c,local_70);
  piVar4 = *(int **)(this + 0x238);
  if (piVar4 != (int *)0x0) {
    pcVar5 = *(code **)(*piVar4 + 0x118);
    uVar1 = *(undefined4 *)(gpGlobals + 0x10);
    if (((byte)this[0x14d] & 8) != 0) {
      CalcAbsolutePosition(this);
    }
    (*pcVar5)(piVar4,this + 0x2e0,&vec3_angle,1,uVar1);
  }
  PhysicsCheckVelocity(this);
  if (local_3a == '\0') {
    if ((**(byte **)(this + 0x30) & 2) == 0) {
      if (local_44 != 1.0) {
        PerformFlyCollisionResolution(this,local_70,(Vector *)&local_7c);
      }
      PhysicsCheckWaterTransition(this);
    }
  }
  else {
    SetAbsVelocity(this,(Vector *)&vec3_origin);
    SetLocalAngularVelocity(this,(QAngle *)&vec3_angle);
  }
LAB_00478e19:
  *(undefined4 *)(iVar6 + 4) = uVar3;
  *(undefined4 *)(iVar6 + 8) = uVar2;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)