PhysCreateVirtualTerrain
0x004932c0 · 421 bytes · __cdecl
_Z24PhysCreateVirtualTerrainP11CBaseEntityRK14objectparams_t
Decompiled
undefined (2 params)
/* PhysCreateVirtualTerrain(CBaseEntity*, objectparams_t const&) */
void PhysCreateVirtualTerrain(CBaseEntity *param_1,objectparams_t *param_2)
{
code *pcVar1;
ushort uVar2;
int iVar3;
undefined4 uVar4;
int *piVar5;
int iVar6;
int in_GS_OFFSET;
PhysicsCollisionRulesCache_t local_a6c [12];
char local_a60 [2580];
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
char *local_34;
CBaseEntity *local_30;
undefined4 local_2c;
undefined4 local_28;
undefined1 local_24;
undefined3 uStack_23;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar6 = 0;
do {
iVar3 = (**(code **)(*modelinfo + 0xa0))(modelinfo,iVar6);
if (iVar3 != 0) {
local_4c = *(undefined4 *)param_2;
local_48 = *(undefined4 *)(param_2 + 4);
local_44 = *(undefined4 *)(param_2 + 8);
local_40 = *(undefined4 *)(param_2 + 0xc);
local_3c = *(undefined4 *)(param_2 + 0x10);
local_38 = *(undefined4 *)(param_2 + 0x14);
local_34 = *(char **)(param_2 + 0x18);
local_2c = *(undefined4 *)(param_2 + 0x20);
local_28 = *(undefined4 *)(param_2 + 0x24);
_local_24 = CONCAT31((int3)((uint)*(undefined4 *)(param_2 + 0x28) >> 8),1);
local_30 = param_1;
V_snprintf(local_a60,0x400,"vdisp_%04d",iVar6);
local_34 = local_a60;
uVar4 = (**(code **)(*physprops + 0x10))(physprops,"default");
piVar5 = (int *)(**(code **)(*physenv + 0x24))
(physenv,iVar3,uVar4,&vec3_origin,&vec3_angle,&local_4c);
if (piVar5 != (int *)0x0) {
CBaseEntity::GetPhysicsCollisionRulesCache(param_1,local_a6c);
(**(code **)(*piVar5 + 0x160))(piVar5,local_a6c,0);
}
pcVar1 = *(code **)(*piVar5 + 0x5c);
uVar2 = (**(code **)(*piVar5 + 0x60))(piVar5);
(*pcVar1)(piVar5,uVar2 | 0x200);
(**(code **)(*piVar5 + 0x154))(piVar5,2);
}
iVar6 = iVar6 + 1;
} while (iVar6 != 0x800);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.