Physics2ModelCreate
0x00492430 · 522 bytes · __cdecl
_Z19Physics2ModelCreateP11CBaseEntityiRK6VectorRK6QAnglej
Decompiled
undefined (5 params)
/* Physics2ModelCreate(CBaseEntity*, int, Vector const&, QAngle const&, unsigned int) */
int * Physics2ModelCreate(CBaseEntity *param_1,int param_2,Vector *param_3,QAngle *param_4,
uint param_5)
{
code *pcVar1;
int iVar2;
undefined4 uVar3;
int *piVar4;
undefined1 *puVar5;
undefined4 local_20;
if (g_pPhysics2 != (int *)0x0) {
(**(code **)(*g_pPhysics2 + 0x44))
(g_pPhysics2,"/data/src/game/server/../../game/shared/physics_shared.cpp",0x15e);
}
/* try { // try from 0049246b to 004924c1 has its CatchHandler @ 0049267c */
iVar2 = (**(code **)(*modelinfo + 0x1c))(modelinfo,param_2);
if (iVar2 == 0) {
piVar4 = (int *)0x0;
}
else {
pcVar1 = *(code **)(*modelinfo + 0x10);
uVar3 = (**(code **)(*modelinfo + 8))(modelinfo,param_2);
uVar3 = (*pcVar1)(modelinfo,uVar3);
if (g_pPhysics2ResourceManager != (int *)0x0) {
local_20 = (**(code **)(*g_pPhysics2ResourceManager + 0x58))(g_pPhysics2ResourceManager);
(**(code **)(*g_pPhysics2ResourceManager + 0x54))(g_pPhysics2ResourceManager,uVar3);
}
/* try { // try from 004924ed to 0049254e has its CatchHandler @ 00492647 */
piVar4 = (int *)(**(code **)(*g_pPhys2World + 0xa8))
(g_pPhys2World,iVar2,param_3,param_4,param_5,0);
if (piVar4 == (int *)0x0) {
pcVar1 = *(code **)(*modelinfo + 0x10);
uVar3 = (**(code **)(*modelinfo + 8))(modelinfo,param_2);
uVar3 = (*pcVar1)(modelinfo,uVar3);
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(param_1 + 0x7c);
}
Warning(" Could not create actor %s: %s\n",puVar5,uVar3);
piVar4 = (int *)0x0;
}
else {
(**(code **)(*piVar4 + 0x8c))(piVar4,*(undefined2 *)(iVar2 + 6));
(**(code **)(*piVar4 + 0xc))(piVar4,param_1);
if (*(int *)(phys2_debug_dump_entities._28_4_ + 0x30) != 0) {
pcVar1 = *(code **)(*modelinfo + 0x10);
/* try { // try from 0049259a to 00492636 has its CatchHandler @ 00492647 */
uVar3 = (**(code **)(*modelinfo + 8))(modelinfo,param_2);
uVar3 = (*pcVar1)(modelinfo,uVar3);
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(param_1 + 0x7c);
}
(**(code **)(*piVar4 + 0x3c))(piVar4,"%s:%s %s @%p",puVar5,uVar3,&DAT_00d539c2,param_1);
}
pcVar1 = *(code **)(*g_pPhysSaveRestoreManager + 4);
uVar3 = (**(code **)(*piVar4 + 0x60))(piVar4);
(*pcVar1)(g_pPhysSaveRestoreManager,uVar3,param_2);
}
if (g_pPhysics2ResourceManager != (int *)0x0) {
(**(code **)(*g_pPhysics2ResourceManager + 0x54))(g_pPhysics2ResourceManager,local_20);
}
}
if (g_pPhysics2 != (int *)0x0) {
(**(code **)(*g_pPhysics2 + 0x48))(g_pPhysics2);
}
return piVar4;
}
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.