L L4D2node

CFourWheelVehiclePhysics::Initialize

0x006ad4e0 · 735 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics10InitializeEPKcj

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CFourWheelVehiclePhysics::Initialize(char const*, unsigned int) */

undefined4 __thiscall
CFourWheelVehiclePhysics::Initialize(CFourWheelVehiclePhysics *this,char *param_1,uint param_2)

{
  ushort uVar1;
  uint uVar2;
  undefined4 uVar3;
  CBaseEntity *pCVar4;
  undefined4 uVar5;
  undefined *puVar6;
  int *piVar7;
  int iVar8;
  int iVar9;
  int in_GS_OFFSET;
  CBaseEntity *local_910;
  vehicleparams_t local_900 [516];
  undefined4 local_6fc;
  float local_6ec;
  solid_t local_660 [1600];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  uVar2 = *(uint *)(this + 4);
  if (uVar2 == 0xffffffff) {
    piVar7 = (int *)0x0;
    if (_DAT_00000238 == 0) goto LAB_006ad59d;
LAB_006ad555:
    (**(code **)(*(int *)piVar7[0x8e] + 0x34))((int *)piVar7[0x8e],0);
    uVar2 = *(uint *)(this + 4);
    piVar7 = (int *)0x0;
    if (uVar2 == 0xffffffff) goto LAB_006ad59d;
  }
  else {
    puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10;
    if (puVar6 == (undefined *)0xfffffffc) {
      piVar7 = (int *)0x0;
      if (_DAT_00000238 != 0) goto LAB_006ad555;
    }
    else {
      if (*(uint *)(puVar6 + 8) == uVar2 >> 0xc) {
        iVar8 = *(int *)(puVar6 + 4);
      }
      else {
        iVar8 = 0;
      }
      if (*(int *)(iVar8 + 0x238) != 0) {
        if (*(uint *)(puVar6 + 8) == uVar2 >> 0xc) {
          piVar7 = *(int **)(puVar6 + 4);
        }
        else {
          piVar7 = (int *)0x0;
        }
        goto LAB_006ad555;
      }
    }
  }
  puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10;
  if ((puVar6 == (undefined *)0xfffffffc) || (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) {
    piVar7 = (int *)0x0;
  }
  else {
    piVar7 = *(int **)(puVar6 + 4);
  }
LAB_006ad59d:
  (**(code **)(*piVar7 + 0x298))(piVar7);
  uVar3 = ParseVehicleScript(this,param_1,local_660,local_900);
  if ((char)uVar3 == '\0') {
    uVar2 = *(uint *)(this + 4);
    if (((uVar2 == 0xffffffff) ||
        (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) {
      pCVar4 = (CBaseEntity *)0x0;
    }
    else {
      pCVar4 = *(CBaseEntity **)(puVar6 + 4);
    }
    UTIL_Remove(pCVar4);
  }
  else {
    *(undefined4 *)(this + 0x120) = 0x461c4000;
    if (0.0 < local_6ec) {
      *(float *)(this + 0x120) = 1.0 / local_6ec;
    }
    puVar6 = g_pEntityList;
    local_910 = (CBaseEntity *)0x0;
    *(undefined4 *)(this + 0x48) = local_6fc;
    uVar2 = *(uint *)(this + 4);
    if (((uVar2 != 0xffffffff) &&
        (puVar6 = puVar6 + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
      local_910 = *(CBaseEntity **)(puVar6 + 4);
    }
    piVar7 = (int *)CBaseEntity::VPhysicsInitNormal(local_910,6,0x1000,0,local_660);
    uVar1 = (**(code **)(*piVar7 + 0x50))(piVar7);
    (**(code **)(*piVar7 + 0x4c))(piVar7,uVar1 | 0x8010);
    iVar9 = 0;
    piVar7 = (int *)(**(code **)(*physenv + 0x80))(physenv,piVar7,local_900,param_2,physgametrace);
    *(int **)(this + 0x24) = piVar7;
    iVar8 = (**(code **)(*piVar7 + 0x1c))(piVar7);
    *(int *)(this + 0x60) = iVar8;
    if (0 < iVar8) {
      do {
        uVar5 = (**(code **)(**(int **)(this + 0x24) + 0x20))(*(int **)(this + 0x24),iVar9);
        *(undefined4 *)(this + iVar9 * 4 + 0x50) = uVar5;
        iVar9 = iVar9 + 1;
      } while (iVar9 < *(int *)(this + 0x60));
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return uVar3;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)