CBasePlayer::SetVCollisionState
0x007b4c90 · 424 bytes · __thiscall
_ZN11CBasePlayer18SetVCollisionStateERK6VectorS2_i
Decompiled
undefined (4 params)
/* CBasePlayer::SetVCollisionState(Vector const&, Vector const&, int) */
void __thiscall
CBasePlayer::SetVCollisionState(CBasePlayer *this,Vector *param_1,Vector *param_2,int param_3)
{
*(int *)(this + 0x1da4) = param_3;
if (param_3 == 1) {
(**(code **)(**(int **)(this + 0x1ddc) + 0xbc))(*(int **)(this + 0x1ddc),param_1,&vec3_angle,1);
(**(code **)(**(int **)(this + 0x1ddc) + 0xcc))(*(int **)(this + 0x1ddc),param_2,0);
(**(code **)(**(int **)(this + 0x1dd8) + 0x34))(*(int **)(this + 0x1dd8),0);
(**(code **)(**(int **)(this + 0x1dd4) + 0x18))
(*(int **)(this + 0x1dd4),*(undefined4 *)(this + 0x1ddc));
CBaseEntity::VPhysicsSwapObject((CBaseEntity *)this,*(IPhysicsObject **)(this + 0x1ddc));
/* WARNING: Could not recover jumptable at 0x007b4e45. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x1ddc) + 0x34))();
return;
}
if (param_3 != 2) {
if (param_3 != 0) {
return;
}
(**(code **)(**(int **)(this + 0x1dd8) + 0xbc))(*(int **)(this + 0x1dd8),param_1,&vec3_angle,1);
(**(code **)(**(int **)(this + 0x1dd8) + 0xcc))(*(int **)(this + 0x1dd8),param_2,0);
(**(code **)(**(int **)(this + 0x1ddc) + 0x34))(*(int **)(this + 0x1ddc),0);
(**(code **)(**(int **)(this + 0x1dd4) + 0x18))
(*(int **)(this + 0x1dd4),*(undefined4 *)(this + 0x1dd8));
CBaseEntity::VPhysicsSwapObject((CBaseEntity *)this,*(IPhysicsObject **)(this + 0x1dd8));
/* WARNING: Could not recover jumptable at 0x007b4d6d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x1dd8) + 0x34))();
return;
}
(**(code **)(**(int **)(this + 0x1ddc) + 0x34))(*(int **)(this + 0x1ddc),0);
/* WARNING: Could not recover jumptable at 0x007b4da1. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x1dd8) + 0x34))();
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.