CPhysBox::VPhysicsUpdate
0x0079dd70 · 200 bytes · __thiscall
_ZN8CPhysBox14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CPhysBox::VPhysicsUpdate(IPhysicsObject*) */
void __thiscall CPhysBox::VPhysicsUpdate(CPhysBox *this,IPhysicsObject *param_1)
{
CBaseEdict *this_00;
char cVar1;
undefined1 *puVar2;
int iVar3;
uint uVar4;
CBaseEntity::VPhysicsUpdate((CBaseEntity *)this,param_1);
if (((byte)this[0x14a] & 0x10) != 0) {
cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
if (cVar1 == '\0') {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x53c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0xf8);
}
FireTargets(puVar2,this,this,3,0);
uVar4 = *(uint *)(this + 0x148) & 0xffefffff;
if (*(uint *)(this + 0x148) != uVar4) {
if (this[0x6c] == (CPhysBox)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CPhysBox)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar4;
}
}
}
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.