CPhysMagnet::DetachAll
0x007a1360 · 228 bytes · __thiscall
_ZN11CPhysMagnet9DetachAllEv
Decompiled
undefined (1 param)
/* CPhysMagnet::DetachAll() */
void __thiscall CPhysMagnet::DetachAll(CPhysMagnet *this)
{
int iVar1;
uint uVar2;
undefined4 *puVar3;
undefined *puVar4;
int iVar5;
iVar5 = 0;
iVar1 = *(int *)(this + 0x1444);
if (0 < iVar1) {
do {
puVar3 = (undefined4 *)(*(int *)(this + 0x1438) + iVar5 * 8);
uVar2 = puVar3[1];
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(float *)(puVar4 + 4) != 0.0)) {
CBaseEntity::SetShadowCastDistance(*(float *)(puVar4 + 4),0.0);
puVar3 = (undefined4 *)(iVar5 * 8 + *(int *)(this + 0x1438));
}
iVar5 = iVar5 + 1;
(**(code **)(*physenv + 0x5c))(physenv,*puVar3);
} while (iVar5 != iVar1);
}
*(undefined4 *)(this + 0x1444) = 0;
CUtlMemory<magnetted_objects_t,int>::Purge((CUtlMemory<magnetted_objects_t,int> *)(this + 0x1438))
;
*(undefined4 *)(this + 0x1454) = 0;
*(undefined4 *)(this + 0x1448) = *(undefined4 *)(this + 0x1438);
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.