L L4D2node

CBaseEntity::CheckStepSimulationChanged

0x0078f620 · 163 bytes · __thiscall

_ZN11CBaseEntity26CheckStepSimulationChangedEv

Decompiled

undefined (1 param)

/* CBaseEntity::CheckStepSimulationChanged() */

void __thiscall CBaseEntity::CheckStepSimulationChanged(CBaseEntity *this)

{
  CBaseEdict *this_00;
  CBaseEntity CVar1;
  char cVar2;
  int iVar3;
  
  CVar1 = g_bTestMoveTypeStepSimulation;
  if (g_bTestMoveTypeStepSimulation != this[0x2f9]) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x2f9] = CVar1;
  }
  cVar2 = HasDataObjectType(this,2);
  if (g_bTestMoveTypeStepSimulation == (CBaseEntity)0x0) {
    if (cVar2 != '\0') {
      DestroyDataObject(this,2);
      return;
    }
  }
  else if (cVar2 == '\0') {
    CreateDataObject(this,2);
    return;
  }
  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)