CBaseEntity::VPhysicsIsFlesh
0x005ff5a0 · 164 bytes · __thiscall
_ZN11CBaseEntity15VPhysicsIsFleshEv
Decompiled
undefined (1 param)
/* CBaseEntity::VPhysicsIsFlesh() */
undefined4 __thiscall CBaseEntity::VPhysicsIsFlesh(CBaseEntity *this)
{
ushort uVar1;
int *piVar2;
bool bVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
undefined4 local_101c [1027];
iVar7 = 0;
iVar4 = (**(code **)(*(int *)this + 0x2b8))(this,local_101c,0x400);
if (0 < iVar4) {
do {
piVar2 = (int *)local_101c[iVar7];
uVar5 = (**(code **)(*piVar2 + 0x9c))(piVar2);
iVar6 = (**(code **)(*physprops + 0x18))(physprops,uVar5);
uVar1 = *(ushort *)(iVar6 + 0x4c);
bVar3 = (ushort)(uVar1 - 0x41) < 2;
if (uVar1 == 0x46 || bVar3) {
return CONCAT31((int3)(uVar1 - 0x41 >> 8),uVar1 == 0x46 || bVar3);
}
if (uVar1 == 0x48) {
return 1;
}
iVar7 = iVar7 + 1;
} while (iVar7 != iVar4);
}
return 0;
}
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.