PhysDestroyObject
0x00492fa0 · 174 bytes · __cdecl
_Z17PhysDestroyObjectP14IPhysicsObjectP11CBaseEntity
Decompiled
undefined (2 params)
/* PhysDestroyObject(IPhysicsObject*, CBaseEntity*) */
void PhysDestroyObject(IPhysicsObject *param_1,CBaseEntity *param_2)
{
int iVar1;
(**(code **)(*g_pPhysSaveRestoreManager + 0xc))(g_pPhysSaveRestoreManager,param_1);
if (param_1 != (IPhysicsObject *)0x0) {
(**(code **)(*(int *)param_1 + 0x44))(param_1,0);
}
if (((g_EntityCollisionHash != (int *)0x0) &&
((**(code **)(*g_EntityCollisionHash + 0x14))(g_EntityCollisionHash,param_1),
param_2 != (CBaseEntity *)0x0)) && (((byte)param_2[0x14c] & 1) != 0)) {
(**(code **)(*g_EntityCollisionHash + 0x14))(g_EntityCollisionHash,param_2);
}
if ((param_1 != (IPhysicsObject *)0x0) &&
(iVar1 = (**(code **)(*(int *)param_1 + 0x15c))(param_1), iVar1 != 0)) {
/* WARNING: Could not recover jumptable at 0x0049301f. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*g_pPhys2World + 8))();
return;
}
/* WARNING: Could not recover jumptable at 0x00493053. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*physenv + 0x2c))();
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.