CPhysForce::ForceOff
0x007a32a0 · 207 bytes · __thiscall
_ZN10CPhysForce8ForceOffEv
Decompiled
undefined (1 param)
/* CPhysForce::ForceOff() */
void __thiscall CPhysForce::ForceOff(CPhysForce *this)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
undefined1 local_14 [12];
if (*(int *)(this + 0x440) != 0) {
(**(code **)(*physenv + 0x7c))(physenv,*(int *)(this + 0x440));
*(undefined4 *)(this + 0x440) = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
uVar1 = *(uint *)(this + 0x450);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar3 + 4) != 0 &&
(piVar2 = *(int **)(*(int *)(puVar3 + 4) + 0x238), piVar2 != (int *)0x0)))) {
/* WARNING: Could not recover jumptable at 0x007a336d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar2 + 100))();
return;
}
}
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.