L L4D2node

CPhysicsPushedEntities::SpeculativelyCheckLinearPush

0x0078cc10 · 115 bytes · __thiscall

_ZN22CPhysicsPushedEntities28SpeculativelyCheckLinearPushERK6Vector

Decompiled

undefined (2 params)

/* CPhysicsPushedEntities::SpeculativelyCheckLinearPush(Vector const&) */

undefined4 __thiscall
CPhysicsPushedEntities::SpeculativelyCheckLinearPush(CPhysicsPushedEntities *this,Vector *param_1)

{
  PhysicsPushedInfo_t *pPVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  *(undefined4 *)(this + 0x2c) = 0xffffffff;
  iVar3 = *(int *)(this + 0x24) + -1;
  iVar4 = iVar3 * 0x68;
  while( true ) {
    if (iVar3 < 0) {
      return 1;
    }
    pPVar1 = (PhysicsPushedInfo_t *)(*(int *)(this + 0x18) + iVar4);
    iVar4 = iVar4 + -0x68;
    uVar2 = SpeculativelyCheckPush(this,pPVar1,param_1,false,(CBaseEntity *)0x0);
    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)