L L4D2node

CPhysicsNPCSolver::OnRestore

0x00794b00 · 160 bytes · __thiscall

_ZN17CPhysicsNPCSolver9OnRestoreEv

Decompiled

undefined (1 param)

/* CPhysicsNPCSolver::OnRestore() */

void __thiscall CPhysicsNPCSolver::OnRestore(CPhysicsNPCSolver *this)

{
  uint uVar1;
  undefined *puVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  
  CBaseEntity::OnRestore((CBaseEntity *)this);
  if (this[0x45c] != (CPhysicsNPCSolver)0x0) {
    uVar1 = *(uint *)(this + 0x44c);
    pCVar4 = (CBaseEntity *)0x0;
    if (((uVar1 == 0xffffffff) ||
        (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
      uVar1 = *(uint *)(this + 0x448);
    }
    else {
      uVar1 = *(uint *)(this + 0x448);
      pCVar4 = *(CBaseEntity **)(puVar2 + 4);
    }
    pCVar3 = (CBaseEntity *)0x0;
    if (uVar1 != 0xffffffff) {
      pCVar3 = (CBaseEntity *)0x0;
      puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
      if ((puVar2 != (undefined *)0xfffffffc) && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
        pCVar3 = *(CBaseEntity **)(puVar2 + 4);
      }
    }
    PhysDisableEntityCollisions(pCVar3,pCVar4);
  }
  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)