L L4D2node

CPhysMotor::TurnOn

0x007a4a90 · 133 bytes · __thiscall

_ZN10CPhysMotor6TurnOnEv

Decompiled

undefined (1 param)

/* CPhysMotor::TurnOn() */

void __thiscall CPhysMotor::TurnOn(CPhysMotor *this)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x444);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     ((*(int *)(puVar2 + 4) != 0 && (*(int *)(*(int *)(puVar2 + 4) + 0x238) != 0)))) {
    (**(code **)(**(int **)(this + 0x45c) + 0x20))(*(int **)(this + 0x45c));
    *(float *)(this + 0x454) = *(float *)(gpGlobals + 0xc) - *(float *)(gpGlobals + 0x1c);
                    /* WARNING: Could not recover jumptable at 0x007a4b16. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0xe4))();
    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)