CPhysicsPushedEntities::CPhysicsPushedEntities
0x0078bd80 · 107 bytes · __thiscall
_ZN22CPhysicsPushedEntitiesC2Ev
Decompiled
undefined (1 param)
/* CPhysicsPushedEntities::CPhysicsPushedEntities() */
void __thiscall CPhysicsPushedEntities::CPhysicsPushedEntities(CPhysicsPushedEntities *this)
{
void *pvVar1;
*(undefined ***)this = &PTR_SpeculativelyCheckRotPush_00cb2588;
*(undefined4 *)(this + 8) = 8;
*(undefined4 *)(this + 0xc) = 8;
pvVar1 = malloc(0x80);
*(undefined4 *)(this + 0x10) = 0;
*(void **)(this + 4) = pvVar1;
*(void **)(this + 0x14) = pvVar1;
*(undefined4 *)(this + 0x1c) = 0x20;
*(undefined4 *)(this + 0x20) = 0x20;
pvVar1 = malloc(0xd00);
*(undefined4 *)(this + 0x24) = 0;
*(void **)(this + 0x18) = pvVar1;
*(void **)(this + 0x28) = pvVar1;
*(undefined4 *)(this + 0x50) = 0xbf800000;
return;
}
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.