L L4D2node

CPhysForce::ActivateForce

0x007a3f00 · 299 bytes · __thiscall

_ZN10CPhysForce13ActivateForceEv

Decompiled

undefined (1 param)

/* CPhysForce::ActivateForce() */

void __thiscall CPhysForce::ActivateForce(CPhysForce *this)

{
  uint uVar1;
  int *piVar2;
  int *piVar3;
  undefined *puVar4;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  uVar1 = *(uint *)(this + 0x450);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     ((*(int *)(puVar4 + 4) != 0 &&
      (piVar2 = *(int **)(*(int *)(puVar4 + 4) + 0x238), piVar2 != (int *)0x0)))) {
    (**(code **)(*(int *)this + 0x324))(this,piVar2,&local_24,&local_18);
    piVar3 = physenv;
    *(undefined4 *)(this + 0x460) = local_24;
    *(undefined4 *)(this + 0x464) = local_20;
    *(undefined4 *)(this + 0x468) = local_1c;
    *(undefined4 *)(this + 0x46c) = local_18;
    *(undefined4 *)(this + 0x470) = local_14;
    *(undefined4 *)(this + 0x474) = local_10;
    *(undefined4 *)(this + 0x478) = local_24;
    *(undefined4 *)(this + 0x47c) = local_20;
    *(undefined4 *)(this + 0x480) = local_1c;
    *(undefined4 *)(this + 0x484) = local_18;
    *(undefined4 *)(this + 0x488) = local_14;
    *(undefined4 *)(this + 0x48c) = local_10;
    piVar3 = (int *)(**(code **)(*piVar3 + 0x78))(piVar3,this + 0x458);
    *(int **)(this + 0x440) = piVar3;
    (**(code **)(*piVar3 + 0xc))(piVar3,piVar2,1);
    (**(code **)(*piVar2 + 100))(piVar2);
    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)