CPhysicsNPCSolver::Init
0x00793a50 · 124 bytes · __thiscall
_ZN17CPhysicsNPCSolver4InitEP11CAI_BaseNPCP11CBaseEntitybf
Decompiled
undefined (5 params)
/* CPhysicsNPCSolver::Init(CAI_BaseNPC*, CBaseEntity*, bool, float) */
void __thiscall
CPhysicsNPCSolver::Init
(CPhysicsNPCSolver *this,CAI_BaseNPC *param_1,CBaseEntity *param_2,bool param_3,
float param_4)
{
undefined4 *puVar1;
if (param_1 == (CAI_BaseNPC *)0x0) {
*(undefined4 *)(this + 0x448) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x448) = *puVar1;
}
if (param_2 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x44c) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
*(undefined4 *)(this + 0x44c) = *puVar1;
}
*(undefined4 *)(this + 0x450) = 0;
this[0x45c] = (CPhysicsNPCSolver)param_3;
*(float *)(this + 0x454) = param_4;
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.