CPhysicsNPCSolver::Think
0x007946f0 · 154 bytes · __thiscall
_ZN17CPhysicsNPCSolver5ThinkEv
Decompiled
undefined (1 param)
/* CPhysicsNPCSolver::Think() */
void __thiscall CPhysicsNPCSolver::Think(CPhysicsNPCSolver *this)
{
uint uVar1;
int *piVar2;
char cVar3;
int iVar4;
undefined *puVar5;
if (this[0x45c] == (CPhysicsNPCSolver)0x0) {
cVar3 = CheckTouching(this);
}
else {
cVar3 = IsIntersecting(this);
}
if (cVar3 == '\x01') {
if (this[0x45c] != (CPhysicsNPCSolver)0x0) {
uVar1 = *(uint *)(this + 0x44c);
iVar4 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
iVar4 = *(int *)(puVar5 + 4);
}
piVar2 = *(int **)(iVar4 + 0x238);
if (piVar2 == (int *)0x0) goto LAB_0079477c;
(**(code **)(*piVar2 + 100))(piVar2);
}
ResetCancelTime(this);
return;
}
LAB_0079477c:
UTIL_Remove((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.