L L4D2node

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 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)