L L4D2node

CBaseEntity::UpdatePhysicsShadowToCurrentPosition

0x0060a9c0 · 136 bytes · __thiscall

_ZN11CBaseEntity36UpdatePhysicsShadowToCurrentPositionEf

Decompiled

undefined (2 params)

/* CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) */

void __thiscall CBaseEntity::UpdatePhysicsShadowToCurrentPosition(CBaseEntity *this,float param_1)

{
  int *piVar1;
  code *pcVar2;
  
  if ((this[0x186] != (CBaseEntity)0x6) && (piVar1 = *(int **)(this + 0x238), piVar1 != (int *)0x0))
  {
    pcVar2 = *(code **)(*piVar1 + 0x118);
    if (((byte)this[0x14d] & 8) != 0) {
      CalcAbsolutePosition(this);
      if (((byte)this[0x14d] & 8) != 0) {
        CalcAbsolutePosition(this);
      }
    }
    (*pcVar2)(piVar1,this + 0x2e0,this + 0x37c,0,param_1);
  }
  return;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)