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 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.