L L4D2node

CPhysicsHook::FrameUpdatePostEntityThink

0x0077c340 · 521 bytes · __thiscall

_ZN12CPhysicsHook26FrameUpdatePostEntityThinkEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CPhysicsHook::FrameUpdatePostEntityThink() */

void __thiscall CPhysicsHook::FrameUpdatePostEntityThink(CPhysicsHook *this)

{
  uint *puVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  char cVar5;
  int iVar6;
  int *piVar7;
  int *in_stack_ffffff94;
  undefined4 local_24;
  undefined4 local_20;
  
  local_24 = 0;
  local_20 = 0;
  if (_towlower == (int *)0x0) {
    piVar7 = (int *)0x0;
  }
  else {
    in_stack_ffffff94 = _towlower;
    (*(code *)_towlower[0x14])
              (_towlower,&local_24,0,0,0,0,"/data/src/game/server/physics.cpp",0x1a2,
               &FrameUpdatePostEntityThink()::tm_fmt,"(%s)%s","Physics",
               "CPhysicsHook::FrameUpdatePostEntityThink");
    piVar7 = _towlower;
  }
  uVar4 = local_20;
  uVar3 = local_24;
  iVar2 = _DAT_0105db00;
                    /* try { // try from 0077c4c8 to 0077c529 has its CatchHandler @ 0077c5ee */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar6 = ThreadGetCurrentId(), iVar2 == iVar6)) {
    if ((char *)*_DAT_0105d15c != "CPhysicsHook::FrameUpdatePostEntityThink") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xcb09ac,(char *)0x0,0xd48ff9);
    }
    puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
    *puVar1 = *puVar1 | 4;
    in_stack_ffffff94 = _DAT_0105d15c;
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
                    /* try { // try from 0077c404 to 0077c42e has its CatchHandler @ 0077c55b */
  cVar5 = CBaseEntity::IsSimulatingOnAlternateTicks();
  if (cVar5 != '\0') {
    this[0x59] = (CPhysicsHook)0x0;
    PhysFrame((float)in_stack_ffffff94);
  }
  this[0x59] = (CPhysicsHook)0x1;
  PhysFrame((float)in_stack_ffffff94);
  iVar2 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar6 = ThreadGetCurrentId(), iVar2 == iVar6)) {
    cVar5 = CVProfNode::ExitScope();
    if (cVar5 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (piVar7 != (int *)0x0) {
    (*(code *)piVar7[0x15])(piVar7,uVar3,uVar4,0,0,0);
  }
  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)