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 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.