L L4D2node

CPhysicsHook::LevelInitPreEntity

0x00778630 · 807 bytes · __thiscall

_ZN12CPhysicsHook18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CPhysicsHook::LevelInitPreEntity() */

void __thiscall CPhysicsHook::LevelInitPreEntity(CPhysicsHook *this)

{
  code *pcVar1;
  int iVar2;
  CBaseEntity *this_00;
  vcollide_t *pvVar3;
  undefined4 uVar4;
  CEntityList *this_01;
  undefined4 local_44 [3];
  undefined4 local_38;
  undefined4 local_34;
  uint local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if (g_pPhysics2 != (int *)0x0) {
    (**(code **)(*g_pPhysics2 + 0x44))(g_pPhysics2,"LevelInitPreEntity",0);
    if (g_pPhysics2 != (int *)0x0) {
                    /* try { // try from 00778677 to 007788fc has its CatchHandler @ 0077895f */
      iVar2 = (**(code **)(*g_pPhysics2 + 0x5c))(g_pPhysics2,0);
      if (4 < iVar2) goto LAB_00778683;
    }
  }
                    /* try { // try from 00778942 to 00778944 has its CatchHandler @ 0077895f */
  physenv = (int *)(**(code **)(*physics + 0x14))(physics);
LAB_00778683:
  if (g_pPhysics2 != (int *)0x0) {
    g_pPhys2World =
         (int *)(**(code **)(*g_pPhysics2 + 0x14))(g_pPhysics2,2,physenv,g_PhysWorldObject);
    if (g_pPhys2World != (int *)0x0) {
      (**(code **)(*enginetrace + 0x54))(enginetrace,g_pPhys2World);
    }
  }
  g_EntityCollisionHash = (**(code **)(*physics + 0x20))(physics);
  if (physenv == (int *)0x0) {
    g_PhysWorldObject = 0;
  }
  else {
    local_28 = 0xfa;
    local_24 = 0x44fa0000;
    local_20 = 0x45610000;
    local_1c = 0x3f800000;
    local_18 = 0x3f000000;
    local_14 = 0x41200000;
    local_10 = 0x451c4000;
    local_2c = 10;
    (**(code **)(*physenv + 0xf0))(physenv,&local_2c);
    FactoryList_Retrieve((factorylist_t *)local_44);
    (**(code **)(*physenv + 8))(physenv,local_44[0]);
    (**(code **)(*physenv + 0xcc))(physenv,1);
    (**(code **)(*physenv + 0x88))(physenv,0xfec304);
    (**(code **)(*physenv + 0xa8))(physenv,g_Collisions);
    (**(code **)(*physenv + 0xb0))(physenv,g_pConstraintEvents);
    (**(code **)(*physenv + 0x108))(physenv,1);
    (**(code **)(*physenv + 0xac))(physenv,0xfec308);
    (**(code **)(*physenv + 0x98))(physenv,0x3c888889);
    local_30 = *(uint *)(sv_gravity._28_4_ + 0x2c) ^ 0x80000000;
    local_38 = 0;
    local_34 = 0;
    (**(code **)(*physenv + 0x10))(physenv,(PhysicsCollisionRulesCache_t *)&local_38);
    this_00 = (CBaseEntity *)GetWorldEntity();
    if (this_00 != (CBaseEntity *)0x0) {
      CBaseEntity::GetPhysicsCollisionRulesCache(this_00,(PhysicsCollisionRulesCache_t *)&local_38);
    }
    (**(code **)*staticpropmgr)
              (staticpropmgr,physenv,g_pPhys2World,&g_SolidSetup,this_00,
               (PhysicsCollisionRulesCache_t *)&local_38);
    pvVar3 = (vcollide_t *)(**(code **)(*modelinfo + 0x18))(modelinfo,1);
    g_PhysWorldObject =
         PhysCreateWorld_Shared(this_00,pvVar3,(objectparams_t *)&g_PhysDefaultObjectParams);
  }
  if (g_pPhys2World != (int *)0x0) {
    pcVar1 = *(code **)(*g_pPhys2World + 0x8c);
    uVar4 = GetWorldEntity();
    (*pcVar1)(g_pPhys2World,physenv,g_PhysWorldObject,uVar4);
  }
  g_PhysAverageSimTime = 0;
  this_01 = ::operator_new(8);
                    /* try { // try from 00778902 to 00778906 has its CatchHandler @ 0077897b */
  CEntityList::CEntityList(this_01);
  g_pShadowEntities = this_01;
                    /* try { // try from 0077890d to 00778911 has its CatchHandler @ 0077895f */
  PrecachePhysicsSounds();
  this[0x58] = (CPhysicsHook)0x1;
  if (g_pPhysics2 != (int *)0x0) {
    (**(code **)(*g_pPhysics2 + 0x48))(g_pPhysics2);
  }
  return;
}

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)