L L4D2node

CBaseEntity::PhysicsPusher

0x007929e0 · 677 bytes · __thiscall

_ZN11CBaseEntity13PhysicsPusherEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseEntity::PhysicsPusher() */

void __thiscall CBaseEntity::PhysicsPusher(CBaseEntity *this)

{
  int iVar1;
  char cVar2;
  int iVar3;
  float fVar4;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/physics_main.cpp",0x60c,
               &PhysicsPusher()::tm_fmt,"(%s)%s","Unaccounted","CBaseEntity::PhysicsPusher");
    local_10 = ___atan2f_finite;
  }
  iVar1 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
  if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
                    /* try { // try from 00792b4e to 00792b9c has its CatchHandler @ 00792cc6 */
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      if ((char *)*_DAT_0105d15c != "CBaseEntity::PhysicsPusher") {
        _DAT_0105d15c =
             (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xcb208c,(char *)0x1,0xbfafa1);
      }
      CVProfNode::EnterScope();
      DAT_0105d158 = '\0';
    }
  }
                    /* try { // try from 00792a9e to 00792aeb has its CatchHandler @ 00792ca5 */
  cVar2 = PhysicsRunThink(this,0);
  iVar1 = _DAT_0105db00;
  if (cVar2 == '\0') {
    if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
      iVar3 = ThreadGetCurrentId();
      if (iVar1 == iVar3) {
        cVar2 = CVProfNode::ExitScope();
        if (cVar2 != '\0') {
          _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
        }
        DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
      }
    }
    if (local_10 != 0) {
      (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
      return;
    }
  }
  else {
    *(float *)(this + 0x2d4) = *(float *)(this + 0x2d0);
    if (*(float *)(this + 0x2d8) < 0.0) {
      fVar4 = -1.0;
    }
    else {
      fVar4 = *(float *)(this + 0x2d8) - *(float *)(this + 0x2d0);
    }
    if (*(float *)(gpGlobals + 0x10) <= fVar4) {
      fVar4 = *(float *)(gpGlobals + 0x10);
    }
    PerformPush(this,fVar4);
    iVar1 = _DAT_0105db00;
    if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
      iVar3 = ThreadGetCurrentId();
      if (iVar1 == iVar3) {
        cVar2 = CVProfNode::ExitScope();
        if (cVar2 != '\0') {
          _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
        }
        DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
      }
    }
    if (local_10 != 0) {
      (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
    }
  }
  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)