L L4D2node

CPhysicsHook::Init

0x00778530 · 237 bytes · __thiscall

_ZN12CPhysicsHook4InitEv

Decompiled

undefined (1 param)

/* CPhysicsHook::Init() */

undefined4 __thiscall CPhysicsHook::Init(CPhysicsHook *this)

{
  void *pvVar1;
  factorylist_t local_18 [4];
  code *local_14;
  
  FactoryList_Retrieve(local_18);
  if (local_14 == (code *)0x0) {
    return 0;
  }
  physics = (*local_14)("VPhysics031",0);
  if (((physics != 0) && (physcollision = (*local_14)("VPhysicsCollision007",0), physcollision != 0)
      ) && (physprops = (IPhysicsSurfaceProps *)(*local_14)("VPhysicsSurfaceProps001",0),
           physprops != (IPhysicsSurfaceProps *)0x0)) {
    PhysParseSurfaceData(physprops,filesystem);
    this[0x59] = (CPhysicsHook)0x1;
    *(undefined4 *)(this + 0x54) = 0;
    if ((*(int *)(this + 0x44) < 4) && (-1 < *(int *)(this + 0x48))) {
      *(undefined4 *)(this + 0x44) = 4;
      if (*(void **)(this + 0x40) == (void *)0x0) {
        pvVar1 = malloc(0xe50);
        *(void **)(this + 0x40) = pvVar1;
      }
      else {
        pvVar1 = realloc(*(void **)(this + 0x40),0xe50);
        *(void **)(this + 0x40) = pvVar1;
      }
    }
    else {
      pvVar1 = *(void **)(this + 0x40);
    }
    *(void **)(this + 0x50) = pvVar1;
    return 1;
  }
  return 0;
}

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)