CFourWheelVehiclePhysics::VPhysicsGetObjectList
0x006b01e0 · 123 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics21VPhysicsGetObjectListEPP14IPhysicsObjecti
Decompiled
undefined (3 params)
/* CFourWheelVehiclePhysics::VPhysicsGetObjectList(IPhysicsObject**, int) */
void __thiscall
CFourWheelVehiclePhysics::VPhysicsGetObjectList
(CFourWheelVehiclePhysics *this,IPhysicsObject **param_1,int param_2)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int iVar4;
iVar4 = 0;
uVar1 = *(uint *)(this + 4);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
iVar4 = *(int *)(puVar3 + 4);
}
iVar2 = 0;
if ((*(IPhysicsObject **)(iVar4 + 0x238) != (IPhysicsObject *)0x0) && (0 < param_2)) {
*param_1 = *(IPhysicsObject **)(iVar4 + 0x238);
iVar2 = 1;
}
iVar4 = 0;
do {
if ((*(IPhysicsObject **)(this + iVar4 * 4 + 0x50) != (IPhysicsObject *)0x0) &&
(iVar2 < param_2)) {
param_1[iVar2] = *(IPhysicsObject **)(this + iVar4 * 4 + 0x50);
iVar2 = iVar2 + 1;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 4);
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.