CPhysicsPushedEntities::FinishPushers
0x0078cc90 · 106 bytes · __thiscall
_ZN22CPhysicsPushedEntities13FinishPushersEv
Decompiled
undefined (1 param)
/* CPhysicsPushedEntities::FinishPushers() */
void __thiscall CPhysicsPushedEntities::FinishPushers(CPhysicsPushedEntities *this)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x10) + -1;
iVar3 = iVar2 * 0x10;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
puVar1 = (undefined4 *)(*(int *)(this + 4) + iVar3);
iVar3 = iVar3 + -0x10;
CBaseEntity::PhysicsTouchTriggers((CBaseEntity *)*puVar1,(Vector *)(puVar1 + 1));
(**(code **)(*(int *)*puVar1 + 0x2b4))((int *)*puVar1,*(undefined4 *)(gpGlobals + 0x10));
} while (iVar2 != -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.