L L4D2node

PhysModelCreateUnmoveable

0x00492a10 · 750 bytes · __cdecl

_Z25PhysModelCreateUnmoveableP11CBaseEntityiRK6VectorRK6QAngle

Decompiled

undefined (4 params)

/* PhysModelCreateUnmoveable(CBaseEntity*, int, Vector const&, QAngle const&) */

int * PhysModelCreateUnmoveable(CBaseEntity *param_1,int param_2,Vector *param_3,QAngle *param_4)

{
  code *pcVar1;
  int **ppiVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  uint uVar6;
  vcollide_t *pvVar7;
  int iVar8;
  int **ppiVar9;
  int in_GS_OFFSET;
  int *local_6a0;
  undefined1 *local_670;
  solid_t local_660 [1024];
  char local_260;
  undefined1 *local_34;
  CBaseEntity *local_30;
  undefined1 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (g_pPhys2World == (int *)0x0) {
LAB_00492b10:
    local_6a0 = (int *)0x492b24;
    pvVar7 = (vcollide_t *)(**(code **)(*modelinfo + 0x18))();
    ppiVar2 = (int **)&stack0xfffff964;
    if ((pvVar7 != (vcollide_t *)0x0) &&
       (ppiVar2 = (int **)&stack0xfffff964, (*(ushort *)pvVar7 & 0x7fff) != 0)) {
      local_6a0 = (int *)0x492b5b;
      cVar3 = PhysModelParseSolidByIndex(local_660,param_1,pvVar7,-1);
      ppiVar2 = (int **)&stack0xfffff964;
      if (cVar3 != '\0') {
        local_24 = 1;
        if (local_260 != '\0') {
          local_6a0 = (int *)0x492c9c;
          (**(code **)(*physprops + 0x10))();
        }
        local_30 = param_1;
        local_6a0 = (int *)0x492ba2;
        (**(code **)(*(int *)param_1 + 0x20))();
        ppiVar9 = &local_6a0;
        local_34 = &DAT_00d539c2;
        if (local_670 != (undefined1 *)0x0) {
          local_34 = local_670;
        }
        local_6a0 = physenv;
        piVar5 = (int *)(**(code **)(*physenv + 0x24))();
        ppiVar2 = &local_6a0;
        if (piVar5 != (int *)0x0) {
          pcVar1 = *(code **)(*modelinfo + 0x2c);
          local_6a0 = modelinfo;
          (**(code **)(*modelinfo + 8))();
          local_6a0 = modelinfo;
          iVar4 = (*pcVar1)();
          if (iVar4 == 1) {
            local_6a0 = modelinfo;
            iVar4 = (**(code **)(*modelinfo + 0x78))();
            local_6a0 = piVar5;
            iVar8 = (**(code **)(*piVar5 + 0xa4))();
            if ((iVar4 != iVar8) && (iVar4 != 0)) {
              local_6a0 = piVar5;
              (**(code **)(*piVar5 + 0xa8))();
              local_6a0 = piVar5;
              (**(code **)(*piVar5 + 0x6c))();
            }
          }
          local_6a0 = g_pPhysSaveRestoreManager;
          (**(code **)(*g_pPhysSaveRestoreManager + 4))();
          goto LAB_00492c3d;
        }
      }
    }
  }
  else {
    local_6a0 = (int *)0x492a4d;
    iVar4 = (**(code **)(*g_pPhys2World + 0x6c))();
    if (iVar4 < 1) goto LAB_00492b10;
    local_6a0 = (int *)0x492a74;
    piVar5 = (int *)Physics2ModelCreate(param_1,param_2,param_3,param_4,1);
    if (piVar5 == (int *)0x0) {
      local_6a0 = (int *)0x492c69;
      uVar6 = (**(code **)(*(int *)(param_1 + 0x194) + 0x30))();
      ppiVar2 = (int **)&stack0xfffff964;
      if ((uVar6 & 0x1000) == 0) goto LAB_00492ab3;
    }
    else {
      local_6a0 = (int *)0x492a84;
      piVar5 = (int *)(**(code **)(*piVar5 + 0x60))();
      local_6a0 = (int *)0x492a9c;
      uVar6 = (**(code **)(*(int *)(param_1 + 0x194) + 0x30))();
      ppiVar9 = (int **)&stack0xfffff964;
      if (((uVar6 & 0x1000) != 0) || (ppiVar9 = (int **)&stack0xfffff964, piVar5 != (int *)0x0))
      goto LAB_00492c3d;
LAB_00492ab3:
      local_6a0 = (int *)0x492ace;
      CBaseEntity::GetDebugName(param_1);
      local_6a0 = (int *)0x492aef;
      Warning();
      local_6a0 = (int *)0x492b04;
      iVar4 = (**(code **)(*g_pPhys2World + 0x6c))();
      ppiVar2 = (int **)&stack0xfffff964;
      if (iVar4 < 5) goto LAB_00492b10;
    }
  }
  ppiVar9 = ppiVar2;
  piVar5 = (int *)0x0;
LAB_00492c3d:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return piVar5;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)ppiVar9 + -4) = &UNK_00492d05;
  __stack_chk_fail();
}

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.



        

        

          

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