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 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.