L L4D2node

PhysCallbackImpulse

0x0077cf80 · 378 bytes · __cdecl

_Z19PhysCallbackImpulseP14IPhysicsObjectRK6VectorS3_

Decompiled

undefined (3 params)

/* PhysCallbackImpulse(IPhysicsObject*, Vector const&, Vector const&) */

void PhysCallbackImpulse(IPhysicsObject *param_1,Vector *param_2,Vector *param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 *puVar7;
  int iVar8;
  char cVar9;
  CFunctor3<void(*)(IPhysicsObject*,Vector_const&,Vector_const&),IPhysicsObject*,Vector,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
  *this;
  undefined4 *puVar10;
  undefined4 *puVar11;
  bool bVar12;
  
  uVar1 = *(undefined4 *)param_2;
  uVar2 = *(undefined4 *)param_3;
  uVar3 = *(undefined4 *)(param_2 + 4);
  uVar4 = *(undefined4 *)(param_2 + 8);
  uVar5 = *(undefined4 *)(param_3 + 4);
  uVar6 = *(undefined4 *)(param_3 + 8);
  this = operator_new(0x30);
  *(undefined4 *)(this + 0xc) = 1;
  *(undefined ***)this = &PTR_AddRef_00cb1188;
  *(undefined **)(this + 8) = &DAT_00cb11a4;
  *(code **)(this + 0x10) = PostSimulation_ImpulseEvent;
  *(undefined4 *)(this + 0x18) = uVar1;
  *(undefined4 *)(this + 0x1c) = uVar3;
  *(undefined4 *)(this + 0x20) = uVar4;
  *(IPhysicsObject **)(this + 0x14) = param_1;
  bVar12 = DAT_00fec500 != '\0';
  *(undefined4 *)(this + 0x24) = uVar2;
  *(undefined4 *)(this + 0x28) = uVar5;
  *(undefined4 *)(this + 0x2c) = uVar6;
  if (bVar12) {
    CFunctor3<void(*)(IPhysicsObject*,Vector_const&,Vector_const&),IPhysicsObject*,Vector,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
    ::operator()(this);
    (**(code **)(*(int *)this + 4))(this);
    return;
  }
  do {
    puVar10 = DAT_00fec4f8;
    if (DAT_00fec4f8 == (undefined4 *)0x0) {
      puVar10 = operator_new(8);
      break;
    }
    cVar9 = ThreadInterlockedAssignIf64
                      (&DAT_00fec4f8,*DAT_00fec4f8,DAT_00fec4fc + -1,DAT_00fec4f8,DAT_00fec4fc);
  } while (cVar9 == '\0');
  puVar10[1] = this;
  *puVar10 = &g_PostSimulationQueue;
  while( true ) {
    iVar8 = DAT_00fec4ec;
    puVar7 = DAT_00fec4e8;
    LOCK();
    puVar11 = (undefined4 *)*DAT_00fec4e8;
    if (puVar11 == &g_PostSimulationQueue) {
      *DAT_00fec4e8 = puVar10;
      puVar11 = &g_PostSimulationQueue;
    }
    UNLOCK();
    if (puVar11 == &g_PostSimulationQueue) break;
    ThreadInterlockedAssignIf64(&DAT_00fec4e8,*puVar7,iVar8 + 1,puVar7,iVar8);
  }
  ThreadInterlockedAssignIf64(&DAT_00fec4e8,puVar10,iVar8 + 1,puVar7,iVar8);
  LOCK();
  DAT_00fec4f0 = DAT_00fec4f0 + 1;
  UNLOCK();
  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)