L L4D2node

CPhysicsPushedEntities::FinishRotPushedEntity

0x0078ba40 · 257 bytes · __thiscall

_ZN22CPhysicsPushedEntities21FinishRotPushedEntityEP11CBaseEntityRKNS_18RotatingPushMove_tE

Decompiled

undefined (3 params)

/* CPhysicsPushedEntities::FinishRotPushedEntity(CBaseEntity*,
   CPhysicsPushedEntities::RotatingPushMove_t const&) */

void __thiscall
CPhysicsPushedEntities::FinishRotPushedEntity
          (CPhysicsPushedEntities *this,CBaseEntity *param_1,RotatingPushMove_t *param_2)

{
  char cVar1;
  undefined4 local_18;
  float local_14;
  undefined4 local_10;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 == '\0') {
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    local_18 = *(undefined4 *)(param_1 + 0x37c);
    local_10 = *(undefined4 *)(param_1 + 900);
    local_14 = *(float *)(param_1 + 0x380) + *(float *)(param_2 + 0x70);
    CBaseEntity::SetAbsAngles(param_1,(QAngle *)&local_18);
  }
  else {
    local_18 = *(undefined4 *)(param_1 + 0x280);
    local_14 = *(float *)(param_2 + 0x70);
    local_10 = *(undefined4 *)(param_1 + 0x288);
    CBaseEntity::SetLocalAngularVelocity(param_1,(QAngle *)&local_18);
    cVar1 = (**(code **)(*(int *)param_1 + 0x170))(param_1);
    if (cVar1 != '\0') {
      *(undefined4 *)(param_1 + 0x1c94) = 2;
      *(float *)(param_1 + 0x1c98) = *(float *)(param_1 + 0x1c98) + *(float *)(param_2 + 0x6c);
      *(float *)(param_1 + 0x1c9c) = *(float *)(param_1 + 0x1c9c) + *(float *)(param_2 + 0x70);
      *(float *)(param_1 + 0x1ca0) = *(float *)(param_1 + 0x1ca0) + *(float *)(param_2 + 0x74);
      return;
    }
  }
  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)