L L4D2node

CPhysicsPushedEntities::BeginPush

0x0078cdd0 · 116 bytes · __thiscall

_ZN22CPhysicsPushedEntities9BeginPushEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPhysicsPushedEntities::BeginPush(CBaseEntity*) */

void __thiscall CPhysicsPushedEntities::BeginPush(CPhysicsPushedEntities *this,CBaseEntity *param_1)

{
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(param_1 + 0x39c);
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(param_1 + 0x3a0);
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(param_1 + 0x3a4);
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(param_1 + 0x3a8);
  *(undefined4 *)(this + 0x44) = *(undefined4 *)(param_1 + 0x3ac);
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(param_1 + 0x3b0);
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)(param_1 + 0x2d0);
  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)