CPhysicsPushedEntities::RegisterBlockage
0x0078cfb0 · 60 bytes · __thiscall
_ZN22CPhysicsPushedEntities16RegisterBlockageEv
Decompiled
undefined (1 param)
/* CPhysicsPushedEntities::RegisterBlockage() */
undefined4 __thiscall CPhysicsPushedEntities::RegisterBlockage(CPhysicsPushedEntities *this)
{
undefined4 *puVar1;
puVar1 = (undefined4 *)(*(int *)(this + 0x2c) * 0x68 + *(int *)(this + 0x18));
if ((CBaseEntity *)puVar1[0x17] != (CBaseEntity *)0x0) {
CBaseEntity::PhysicsImpact
((CBaseEntity *)*puVar1,(CBaseEntity *)puVar1[0x17],(CGameTrace *)(puVar1 + 4));
}
return *puVar1;
}
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.