CPhysicsPushedEntities::FinishPush
0x0078cd00 · 185 bytes · __thiscall
_ZN22CPhysicsPushedEntities10FinishPushEbPKNS_18RotatingPushMove_tE
Decompiled
undefined (3 params)
/* CPhysicsPushedEntities::FinishPush(bool, CPhysicsPushedEntities::RotatingPushMove_t const*) */
void __thiscall
CPhysicsPushedEntities::FinishPush
(CPhysicsPushedEntities *this,bool param_1,RotatingPushMove_t *param_2)
{
CBaseEntity *this_00;
undefined4 *puVar1;
int iVar2;
int local_20;
FinishPushers(this);
iVar2 = *(int *)(this + 0x24) + -1;
local_20 = iVar2 * 0x68;
for (; -1 < iVar2; iVar2 = iVar2 + -1) {
puVar1 = (undefined4 *)(local_20 + *(int *)(this + 0x18));
this_00 = (CBaseEntity *)*puVar1;
CBaseEntity::PhysicsTouchTriggers(this_00,(Vector *)(puVar1 + 1));
(**(code **)(*(int *)*puVar1 + 0x2b4))((int *)*puVar1,*(undefined4 *)(gpGlobals + 0x10));
if ((CBaseEntity *)puVar1[0x17] != (CBaseEntity *)0x0) {
CBaseEntity::PhysicsImpact(this_00,(CBaseEntity *)puVar1[0x17],(CGameTrace *)(puVar1 + 4));
}
if (param_1) {
(**(code **)(*(int *)this + 8))(this,this_00,param_2);
}
local_20 = local_20 + -0x68;
}
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.