L L4D2node

CBaseEntity::UpdateCell

0x0060c530 · 392 bytes · __thiscall

_ZN11CBaseEntity10UpdateCellEv

Decompiled

undefined (1 param)

/* CBaseEntity::UpdateCell() */

void __thiscall CBaseEntity::UpdateCell(CBaseEntity *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  fVar1 = *(float *)(this + 0x39c);
  iVar5 = *(int *)(this + 0x388);
  if (fVar1 < 0.0) {
    iVar4 = (int)(fVar1 + 16384.0) / iVar5;
  }
  else {
    iVar4 = (int)fVar1 / iVar5 + (int)(0x4000 / (longlong)iVar5);
  }
  if (iVar4 != *(int *)(this + 0x390)) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x390) = iVar4;
  }
  fVar1 = *(float *)(this + 0x3a0);
  if (fVar1 < 0.0) {
    iVar4 = (int)(fVar1 + 16384.0) / iVar5;
  }
  else {
    iVar4 = (int)fVar1 / iVar5 + (int)(0x4000 / (longlong)iVar5);
  }
  if (iVar4 != *(int *)(this + 0x394)) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x394) = iVar4;
  }
  fVar1 = *(float *)(this + 0x3a4);
  if (fVar1 < 0.0) {
    iVar5 = (int)(fVar1 + 16384.0) / iVar5;
  }
  else {
    iVar5 = (int)fVar1 / iVar5 + (int)(0x4000 / (longlong)iVar5);
  }
  if (iVar5 != *(int *)(this + 0x398)) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x398) = iVar5;
  }
  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)