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 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.