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 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.