L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)