L L4D2node

CPhysicsPushedEntities::SpeculativelyCheckRotPush

0x0078cb50 · 184 bytes · __thiscall

_ZN22CPhysicsPushedEntities25SpeculativelyCheckRotPushERKNS_18RotatingPushMove_tEP11CBaseEntity

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CPhysicsPushedEntities::SpeculativelyCheckRotPush
          (CPhysicsPushedEntities *this,RotatingPushMove_t *param_1,CBaseEntity *param_2)

{
  PhysicsPushedInfo_t *pPVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  *(undefined4 *)(this + 0x2c) = 0xffffffff;
  iVar3 = *(int *)(this + 0x24) + -1;
  iVar4 = iVar3 * 0x68;
  while( true ) {
    if (iVar3 < 0) {
      return 1;
    }
    ComputeRotationalPushDirection
              (this,*(CBaseEntity **)(*(int *)(this + 0x18) + iVar4),param_1,(Vector *)&local_28,
               param_2);
    pPVar1 = (PhysicsPushedInfo_t *)(*(int *)(this + 0x18) + iVar4);
    iVar4 = iVar4 + -0x68;
    uVar2 = SpeculativelyCheckPush(this,pPVar1,(Vector *)&local_28,true,param_2);
    if ((char)uVar2 == '\0') break;
    iVar3 = iVar3 + -1;
  }
  *(int *)(this + 0x2c) = iVar3;
  return uVar2;
}

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)