CBoneFollower::Init
0x00786330 · 729 bytes · __thiscall
_ZN13CBoneFollower4InitEP11CBaseEntityPKcR7solid_tRK6VectorRK6QAngle
Decompiled
undefined (6 params)
/* CBoneFollower::Init(CBaseEntity*, char const*, solid_t&, Vector const&, QAngle const&) */
undefined4 __thiscall
CBoneFollower::Init(CBoneFollower *this,CBaseEntity *param_1,char *param_2,solid_t *param_3,
Vector *param_4,QAngle *param_5)
{
CBaseEdict *pCVar1;
code *pcVar2;
ushort uVar3;
int iVar4;
int iVar5;
int *piVar6;
int *piVar7;
undefined4 uVar8;
undefined4 local_54;
undefined4 local_50;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
(**(code **)(*(int *)this + 0x50))(this,param_1);
UTIL_SetModel((CBaseEntity *)this,param_2);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
iVar4 = (**(code **)(*modelinfo + 0xc))(modelinfo,param_2);
if (iVar4 != *(int *)(this + 0x440)) {
if (this[0x6c] == (CBoneFollower)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CBoneFollower)((byte)this[0x70] | 1);
}
*(int *)(this + 0x440) = iVar4;
}
iVar4 = *(int *)(param_3 + 0x60c);
if (iVar4 != *(int *)(this + 0x444)) {
if (this[0x6c] == (CBoneFollower)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CBoneFollower)((byte)this[0x70] | 1);
}
*(int *)(this + 0x444) = iVar4;
}
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,param_4);
CBaseEntity::SetAbsAngles((CBaseEntity *)this,param_5);
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,*(int *)(param_1 + 0x234));
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 3));
*(CBoneFollower **)(param_3 + 0x630) = this;
piVar6 = (int *)CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,param_3);
uVar8 = 0;
if (piVar6 != (int *)0x0) {
piVar7 = (int *)(**(code **)(*piVar6 + 0x15c))(piVar6);
if (piVar7 == (int *)0x0) {
pcVar2 = *(code **)(*physcollision + 0x60);
uVar8 = (**(code **)(*piVar6 + 300))(piVar6);
(*pcVar2)(physcollision,(Vector *)&local_54,(Vector *)&local_48,uVar8,&vec3_origin,&vec3_angle
);
CBaseEntity::SetCollisionBounds((CBaseEntity *)this,(Vector *)&local_54,(Vector *)&local_48);
}
else {
(**(code **)(*piVar7 + 0x4c))(piVar7,&local_3c);
local_54 = local_3c;
local_50 = local_38;
local_4c = local_34;
local_48 = local_2c;
local_44 = local_28;
local_40 = local_24;
CBaseEntity::SetCollisionBounds((CBaseEntity *)this,(Vector *)&local_54,(Vector *)&local_48);
}
pcVar2 = *(code **)(*piVar6 + 0x5c);
uVar3 = (**(code **)(*piVar6 + 0x60))(piVar6);
(*pcVar2)(piVar6,uVar3 | 4);
(**(code **)(*piVar6 + 0x38))(piVar6,0);
uVar8 = (**(code **)(*(int *)param_1 + 0x140))(param_1);
if ((char)uVar8 != '\0') {
piVar6 = (int *)(**(code **)(*piVar6 + 0x120))(piVar6);
(**(code **)(*piVar6 + 0x20))(piVar6,1);
return uVar8;
}
uVar8 = 1;
}
return uVar8;
}
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.