CPhysicsEntitySolver::Init
0x007948f0 · 101 bytes · __thiscall
_ZN20CPhysicsEntitySolver4InitEP11CBaseEntityS1_f
Decompiled
undefined (4 params)
/* CPhysicsEntitySolver::Init(CBaseEntity*, CBaseEntity*, float) */
void __thiscall
CPhysicsEntitySolver::Init
(CPhysicsEntitySolver *this,CBaseEntity *param_1,CBaseEntity *param_2,float param_3)
{
undefined4 *puVar1;
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x440) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x440) = *puVar1;
}
if (param_2 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x444) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
*(undefined4 *)(this + 0x444) = *puVar1;
}
*(float *)(this + 0x448) = param_3;
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.