CPhysicsNPCSolver::Spawn
0x00793ce0 · 133 bytes · __thiscall
_ZN17CPhysicsNPCSolver5SpawnEv
Decompiled
undefined (1 param)
/* CPhysicsNPCSolver::Spawn() */
void __thiscall CPhysicsNPCSolver::Spawn(CPhysicsNPCSolver *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
if (this[0x45c] == (CPhysicsNPCSolver)0x0) {
uVar1 = *(uint *)(this + 0x44c);
iVar2 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
iVar2 = *(int *)(puVar3 + 4);
}
if (*(float *)(iVar2 + 0x254) <= 3.4028235e+38 && *(float *)(iVar2 + 0x254) != 3.4028235e+38) {
*(undefined4 *)(iVar2 + 0x254) = 0x7f7fffff;
}
ResetCancelTime(this);
return;
}
BecomePenetrationSolver(this);
ResetCancelTime(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.