CRagdollProp::UpdateNetworkDataFromVPhysics
0x00798060 · 383 bytes · __thiscall
_ZN12CRagdollProp29UpdateNetworkDataFromVPhysicsEP14IPhysicsObjecti
Decompiled
undefined (3 params)
/* CRagdollProp::UpdateNetworkDataFromVPhysics(IPhysicsObject*, int) */
void __thiscall
CRagdollProp::UpdateNetworkDataFromVPhysics(CRagdollProp *this,IPhysicsObject *param_1,int param_2)
{
Vector *__s1;
CRagdollProp *__s1_00;
int *piVar1;
CBaseEdict *pCVar2;
int iVar3;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
piVar1 = *(int **)(this + param_2 * 0x54 + 0x1410);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0xc4))(piVar1,&local_28,&local_34);
__s1 = (Vector *)(this + 0x1c60) + param_2 * 0xc;
iVar3 = memcmp(__s1,&local_28,0xc);
if (iVar3 != 0) {
if (this[0x6c] == (CRagdollProp)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
}
*(undefined4 *)__s1 = local_28;
*(undefined4 *)(__s1 + 4) = local_24;
*(undefined4 *)(__s1 + 8) = local_20;
}
__s1_00 = this + param_2 * 0xc + 0x1d80;
iVar3 = memcmp(__s1_00,&local_34,0xc);
if (iVar3 != 0) {
if (this[0x6c] == (CRagdollProp)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
}
*(undefined4 *)__s1_00 = local_34;
*(undefined4 *)(__s1_00 + 4) = local_30;
*(undefined4 *)(__s1_00 + 8) = local_2c;
}
if (param_2 == 0) {
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,(Vector *)(this + 0x1c60));
CBaseEntity::PhysicsTouchTriggers((CBaseEntity *)this,(Vector *)0x0);
return;
}
}
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
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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.