CPhysBox::EnableMotion
0x0079ebc0 · 102 bytes · __thiscall
_ZN8CPhysBox12EnableMotionEv
Decompiled
undefined (1 param)
/* CPhysBox::EnableMotion() */
void __thiscall CPhysBox::EnableMotion(CPhysBox *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x40))(piVar1,1);
(**(code **)(*piVar1 + 100))(piVar1);
}
*(undefined4 *)(this + 0x508) = 0;
*(undefined4 *)(this + 0x50c) = 0;
COutputEvent::FireOutput
((COutputEvent *)(this + 0x554),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
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.