CPhysicsNPCSolver::UpdateOnRemove
0x00793320 · 279 bytes · __thiscall
_ZN17CPhysicsNPCSolver14UpdateOnRemoveEv
Decompiled
undefined (1 param)
/* CPhysicsNPCSolver::UpdateOnRemove() */
void __thiscall CPhysicsNPCSolver::UpdateOnRemove(CPhysicsNPCSolver *this)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
CBaseEntity *pCVar4;
if (this[0x45c] != (CPhysicsNPCSolver)0x0) {
pCVar4 = (CBaseEntity *)0x0;
(**(code **)(*physenv + 0x7c))(physenv,*(undefined4 *)(this + 0x450));
uVar1 = *(uint *)(this + 0x44c);
*(undefined4 *)(this + 0x450) = 0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar3 + 4);
}
uVar1 = *(uint *)(this + 0x448);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
pCVar2 = (CBaseEntity *)0x0;
}
else {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
PhysEnableEntityCollisions(pCVar2,pCVar4);
CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
return;
}
uVar1 = *(uint *)(this + 0x44c);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (*(int *)(puVar3 + 4) != 0)))) {
*(undefined4 *)(*(int *)(puVar3 + 4) + 0x254) = 0;
CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
return;
}
CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
return;
}
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.