TransferPhysicsObject
0x0079ffe0 · 199 bytes · __cdecl
_Z21TransferPhysicsObjectP11CBaseEntityS0_b
Decompiled
undefined (3 params)
/* TransferPhysicsObject(CBaseEntity*, CBaseEntity*, bool) */
undefined4 TransferPhysicsObject(CBaseEntity *param_1,CBaseEntity *param_2,bool param_3)
{
IPhysicsObject *pIVar1;
char cVar2;
pIVar1 = *(IPhysicsObject **)(param_1 + 0x238);
if (pIVar1 != (IPhysicsObject *)0x0) {
cVar2 = (**(code **)(*(int *)pIVar1 + 8))(pIVar1);
if (cVar2 == '\0') {
CBaseEntity::VPhysicsSwapObject(param_1,(IPhysicsObject *)0x0);
(**(code **)(*(int *)pIVar1 + 0x124))(pIVar1);
CBaseEntity::VPhysicsSetObject(param_2,pIVar1);
(**(code **)(*(int *)pIVar1 + 0x44))(pIVar1,param_2);
(**(code **)(*(int *)param_2 + 0x29c))(param_2,pIVar1);
(**(code **)(*(int *)pIVar1 + 0x40))(pIVar1,1);
(**(code **)(*(int *)pIVar1 + 0x38))(pIVar1,1);
(**(code **)(*(int *)pIVar1 + 0x6c))(pIVar1);
if (!param_3) {
return 1;
}
(**(code **)(*(int *)pIVar1 + 100))(pIVar1);
return 1;
}
}
return 0;
}
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.