L L4D2node

CPhysicsCannister::ShutdownJet

0x00787e20 · 266 bytes · __thiscall

_ZN17CPhysicsCannister11ShutdownJetEv

Decompiled

undefined (1 param)

/* CPhysicsCannister::ShutdownJet() */

void __thiscall CPhysicsCannister::ShutdownJet(CPhysicsCannister *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  
  CEventQueue::AddEvent
            ((CEventQueue *)g_EventQueue,*(CBaseEntity **)(this + 0x1a70),"kill",5.0,
             (CBaseEntity *)0x0,(CBaseEntity *)0x0,0);
  iVar3 = *(int *)(this + 0x1a70);
  if (*(int *)(iVar3 + 0x45c) != 0) {
    if (*(char *)(iVar3 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(iVar3 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      *(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
    }
    *(undefined4 *)(iVar3 + 0x45c) = 0;
    iVar3 = *(int *)(this + 0x1a70);
  }
  if (*(float *)(iVar3 + 0x450) != 0.0) {
    if (*(char *)(iVar3 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(iVar3 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(undefined4 *)(iVar3 + 0x450) = 0;
    }
    else {
      *(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
      *(undefined4 *)(iVar3 + 0x450) = 0;
    }
  }
  *(undefined4 *)(this + 0x1a70) = 0;
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  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)