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 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.