L L4D2node

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 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)