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 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.