L L4D2node

CPhysicsPushedEntities::RestoreEntities

0x0078cff0 · 73 bytes · __thiscall

_ZN22CPhysicsPushedEntities15RestoreEntitiesEv

Decompiled

undefined (1 param)

/* CPhysicsPushedEntities::RestoreEntities() */

void __thiscall CPhysicsPushedEntities::RestoreEntities(CPhysicsPushedEntities *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x24) + -1;
  iVar3 = iVar2 * 0x68;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(*(int *)(this + 0x18) + iVar3);
      iVar3 = iVar3 + -0x68;
      CBaseEntity::SetAbsOrigin((CBaseEntity *)*puVar1,(Vector *)(puVar1 + 1));
    } while (iVar2 != -1);
  }
  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)