L L4D2node

CPhysicsPushedEntities::RelinkPusherList

0x0078bfb0 · 92 bytes · __thiscall

_ZN22CPhysicsPushedEntities16RelinkPusherListEPi

Decompiled

undefined (2 params)

/* CPhysicsPushedEntities::RelinkPusherList(int*) */

void __thiscall CPhysicsPushedEntities::RelinkPusherList(CPhysicsPushedEntities *this,int *param_1)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0x10) + -1;
  iVar4 = iVar3 * 0x10;
  if (-1 < iVar3) {
    do {
      piVar1 = param_1 + iVar3;
      iVar3 = iVar3 + -1;
      piVar2 = (int *)(*(int *)(this + 4) + iVar4);
      iVar4 = iVar4 + -0x10;
      (**(code **)(*partition + 0x2c))(partition,*(undefined2 *)(*piVar2 + 0x1bc),*piVar1);
    } while (iVar3 != -1);
  }
  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)