L L4D2node

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 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)