L L4D2node

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 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)