CPhysicsNPCSolver::BecomePenetrationSolver
0x00793b90 · 334 bytes · __thiscall
_ZN17CPhysicsNPCSolver23BecomePenetrationSolverEv
Decompiled
undefined (1 param)
/* CPhysicsNPCSolver::BecomePenetrationSolver() */
void __thiscall CPhysicsNPCSolver::BecomePenetrationSolver(CPhysicsNPCSolver *this)
{
uint uVar1;
CBaseEntity *pCVar2;
int iVar3;
int *piVar4;
undefined *puVar5;
CBaseEntity *pCVar6;
int iVar7;
undefined4 local_101c [1027];
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(pCVar2 = *(CBaseEntity **)(puVar5 + 4), pCVar2 != (CBaseEntity *)0x0)) {
this[0x45c] = (CPhysicsNPCSolver)0x1;
iVar3 = (**(code **)(*(int *)pCVar2 + 0x2b8))(pCVar2,local_101c,0x400);
pCVar6 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(this + 0x448);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseEntity **)(puVar5 + 4);
}
PhysDisableEntityCollisions(pCVar6,pCVar2);
piVar4 = (int *)(**(code **)(*physenv + 0x78))(physenv,this + 0x440);
*(int **)(this + 0x450) = piVar4;
if (0 < iVar3) {
iVar7 = 0;
do {
(**(code **)(*piVar4 + 0xc))(piVar4,local_101c[iVar7],0);
piVar4 = (int *)local_101c[iVar7];
iVar7 = iVar7 + 1;
(**(code **)(*piVar4 + 100))(piVar4);
piVar4 = *(int **)(this + 0x450);
} while (iVar7 != iVar3);
}
(**(code **)(*piVar4 + 0x24))(piVar4,2);
return;
}
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.