L L4D2node

CBaseEntity::StepSimulationThink

0x0078fe40 · 700 bytes · __thiscall

_ZN11CBaseEntity19StepSimulationThinkEf

Decompiled

undefined (2 params)

/* CBaseEntity::StepSimulationThink(float) */

void __thiscall CBaseEntity::StepSimulationThink(CBaseEntity *this,float param_1)

{
  char cVar1;
  undefined1 *puVar2;
  int iVar3;
  CBaseAnimating *this_00;
  undefined4 uVar4;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  CheckStepSimulationChanged(this);
  puVar2 = (undefined1 *)GetDataObject(this,2);
  if (puVar2 != (undefined1 *)0x0) {
    *puVar2 = 1;
    puVar2[1] = 1;
    *(undefined4 *)(puVar2 + 0x90) = 0xffffffff;
    *(undefined4 *)(puVar2 + 0x94) = 0;
    *(undefined4 *)(puVar2 + 0x98) = 0;
    *(undefined4 *)(puVar2 + 0x9c) = 0;
    *(undefined4 *)(puVar2 + 0xa0) = 0;
    *(undefined4 *)(puVar2 + 0xa4) = 0;
    *(undefined4 *)(puVar2 + 0xa8) = 0;
    *(undefined4 *)(puVar2 + 8) = *(undefined4 *)(puVar2 + 0x28);
    *(undefined4 *)(puVar2 + 4) = *(undefined4 *)(puVar2 + 0x24);
    *(undefined4 *)(puVar2 + 0xc) = *(undefined4 *)(puVar2 + 0x2c);
    *(undefined4 *)(puVar2 + 0x10) = *(undefined4 *)(puVar2 + 0x30);
    *(undefined4 *)(puVar2 + 0x14) = *(undefined4 *)(puVar2 + 0x34);
    *(undefined4 *)(puVar2 + 0x18) = *(undefined4 *)(puVar2 + 0x38);
    *(undefined4 *)(puVar2 + 0x1c) = *(undefined4 *)(puVar2 + 0x3c);
    *(undefined4 *)(puVar2 + 0x20) = *(undefined4 *)(puVar2 + 0x40);
    *(undefined4 *)(puVar2 + 0x24) = *(undefined4 *)(gpGlobals + 0x18);
    (**(code **)(*(int *)this + 0x2d4))(&local_28,this);
    *(undefined4 *)(puVar2 + 0x28) = local_28;
    *(undefined4 *)(puVar2 + 0x2c) = local_24;
    *(undefined4 *)(puVar2 + 0x30) = local_20;
    (**(code **)(*(int *)this + 0x2d8))(&local_34,this);
    AngleQuaternion((QAngle *)&local_34,(Quaternion *)(puVar2 + 0x34));
    PhysicsStepRunTimestep(this,param_1);
    PhysicsRunThink(this,1);
    iVar3 = (**(code **)(*(int *)this + 0xf0))(this);
    if (iVar3 != 0) {
      this_00 = (CBaseAnimating *)(**(code **)(*(int *)this + 0xf0))(this);
      CBaseAnimating::UpdateStepOrigin(this_00);
    }
    (**(code **)(*(int *)this + 0x2d4))(&local_28,this);
    *(undefined4 *)(puVar2 + 0x68) = local_28;
    *(undefined4 *)(puVar2 + 0x6c) = local_24;
    *(undefined4 *)(puVar2 + 0x70) = local_20;
    (**(code **)(*(int *)this + 0x2d8))(&local_28,this);
    local_34 = local_28;
    local_30 = local_24;
    local_2c = local_20;
    AngleQuaternion((QAngle *)&local_34,(Quaternion *)(puVar2 + 0x74));
    (**(code **)(*(int *)this + 0x2d8))(&local_28,this);
    *(undefined4 *)(puVar2 + 0x84) = local_28;
    *(undefined4 *)(puVar2 + 0x88) = local_24;
    *(undefined4 *)(puVar2 + 0x8c) = local_20;
    uVar4 = GetNextThinkTick(this,(char *)0x0);
    *(undefined4 *)(puVar2 + 100) = uVar4;
    cVar1 = IsSimulatingOnAlternateTicks();
    if (cVar1 != '\0') {
      *(int *)(puVar2 + 100) = *(int *)(puVar2 + 100) + 1;
    }
    if ((0.0 < param_1) &&
       (16777216.0 <=
        ((*(float *)(puVar2 + 0x6c) - *(float *)(puVar2 + 0x2c)) *
         (*(float *)(puVar2 + 0x6c) - *(float *)(puVar2 + 0x2c)) +
         (*(float *)(puVar2 + 0x70) - *(float *)(puVar2 + 0x30)) *
         (*(float *)(puVar2 + 0x70) - *(float *)(puVar2 + 0x30)) +
        (*(float *)(puVar2 + 0x68) - *(float *)(puVar2 + 0x28)) *
        (*(float *)(puVar2 + 0x68) - *(float *)(puVar2 + 0x28))) / (param_1 * param_1))) {
      *puVar2 = 0;
      puVar2[1] = 0;
    }
    return;
  }
  PhysicsStepRunTimestep(this,param_1);
  PhysicsRunThink(this,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)