CPhysTorque::Spawn
0x007a3ab0 · 304 bytes · __thiscall
_ZN11CPhysTorque5SpawnEv
Decompiled
undefined (1 param)
/* CPhysTorque::Spawn() */
void __thiscall CPhysTorque::Spawn(CPhysTorque *this)
{
CBaseEdict *pCVar1;
int iVar2;
uint uVar3;
uint uVar4;
uVar3 = *(uint *)(this + 0x148);
uVar4 = uVar3 | 0x14;
if (uVar3 != uVar4) {
if (this[0x6c] == (CPhysTorque)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPhysTorque)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar4;
uVar3 = uVar4;
}
if ((uVar3 & 0xfffffffd) != uVar3) {
if (this[0x6c] == (CPhysTorque)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPhysTorque)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar3 & 0xfffffffd;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
*(float *)(this + 0x490) = *(float *)(this + 0x490) - *(float *)(this + 0x2e0);
*(float *)(this + 0x494) = *(float *)(this + 0x494) - *(float *)(this + 0x2e4);
*(float *)(this + 0x498) = *(float *)(this + 0x498) - *(float *)(this + 0x2e8);
VectorNormalize((Vector *)(this + 0x490));
UTIL_SnapDirectionToAxis((Vector *)(this + 0x490),0.002);
*(uint *)(this + 0x45c) = (-(uint)((*(uint *)(this + 0x148) & 8) == 0) & 2) + 1;
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.