L L4D2node

CFuncMoveLinear::CreateVPhysics

0x006c0f30 · 351 bytes · __thiscall

_ZN15CFuncMoveLinear14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CFuncMoveLinear::CreateVPhysics() */

undefined4 __thiscall CFuncMoveLinear::CreateVPhysics(CFuncMoveLinear *this)

{
  CCollisionProperty *this_00;
  float fVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  float local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  CFuncMoveLinear *local_28;
  undefined4 local_20;
  
  if (*(char **)(this + 0x7c) != "func_water_analog") {
    cVar2 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"func_water_analog");
    if (cVar2 == '\0') {
      if (((byte)this[0x1b4] & 4) != 0) {
        return 1;
      }
      CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
      return 1;
    }
  }
  this_00 = (CCollisionProperty *)(this + 0x194);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x20));
  uVar3 = CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
  local_34 = 0x3c23d70a;
  local_50 = 0;
  local_4c = 0;
  local_48 = 0x3f800000;
  iVar4 = (**(code **)(*(int *)(this + 0x194) + 0x20))(this_00);
  fVar1 = *(float *)(iVar4 + 8);
  iVar4 = (**(code **)(*(int *)(this + 0x194) + 8))(this_00);
  local_28 = this;
  local_40 = 0;
  local_3c = 0;
  local_44 = fVar1 + *(float *)(iVar4 + 8) + -1.0;
  local_38 = 0;
  local_30 = 0x3dcccccd;
  local_2c = 0x3c23d70a;
  local_20 = 0x20;
  uVar3 = (**(code **)(*physenv + 0x30))(physenv,uVar3,&local_50);
  *(undefined4 *)(this + 0x4dc) = uVar3;
  return 1;
}

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)