CPhysicsEntitySolver::UpdateOnRemove
0x00793460 · 188 bytes · __thiscall
_ZN20CPhysicsEntitySolver14UpdateOnRemoveEv
Decompiled
undefined (1 param)
/* CPhysicsEntitySolver::UpdateOnRemove() */
void __thiscall CPhysicsEntitySolver::UpdateOnRemove(CPhysicsEntitySolver *this)
{
uint uVar1;
CBaseEntity *this_00;
undefined *puVar2;
CBaseEntity *pCVar3;
pCVar3 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(this + 0x440);
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
pCVar3 = *(CBaseEntity **)(puVar2 + 4);
}
uVar1 = *(uint *)(this + 0x444);
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
this_00 = *(CBaseEntity **)(puVar2 + 4);
if (pCVar3 == (CBaseEntity *)0x0) {
if (this_00 != (CBaseEntity *)0x0) goto LAB_007934f4;
}
else if (this_00 != (CBaseEntity *)0x0) {
PhysEnableEntityCollisions(pCVar3,this_00);
LAB_007934f4:
CBaseEntity::SetCollisionGroup(this_00,*(int *)(this + 0x450));
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.