L L4D2node

CBasePlayer::SetupVPhysicsShadow

0x007b4e50 · 600 bytes · __thiscall

_ZN11CBasePlayer19SetupVPhysicsShadowERK6VectorS2_P12CPhysCollidePKcS4_S6_

Decompiled

undefined (7 params)

/* CBasePlayer::SetupVPhysicsShadow(Vector const&, Vector const&, CPhysCollide*, char const*,
   CPhysCollide*, char const*) */

void __thiscall
CBasePlayer::SetupVPhysicsShadow
          (CBasePlayer *this,Vector *param_1,Vector *param_2,CPhysCollide *param_3,char *param_4,
          CPhysCollide *param_5,char *param_6)

{
  int *piVar1;
  int in_GS_OFFSET;
  solid_t local_660 [1024];
  char local_260 [532];
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  char *local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_260,"player",0x200);
  local_4c = 0;
  local_48 = 0x42c80000;
  local_40 = 0x3dcccccd;
  local_44 = 0x6753c21c;
  local_28 = 0;
  local_3c = 0x3dcccccd;
  local_38 = 0x3d4ccccd;
  local_34 = "DEFAULT";
  local_30 = 0;
  local_2c = 0;
  local_24 = 0;
  piVar1 = (int *)PhysModelCreateCustom
                            ((CBaseEntity *)this,param_3,(Vector *)(this + 0x39c),
                             (QAngle *)(this + 0x3a8),param_4,false,local_660);
  *(int **)(this + 0x1dd8) = piVar1;
  (**(code **)(*piVar1 + 0x5c))(piVar1,0x11);
  piVar1 = (int *)PhysModelCreateCustom
                            ((CBaseEntity *)this,param_5,(Vector *)(this + 0x39c),
                             (QAngle *)(this + 0x3a8),param_6,false,local_660);
  *(int **)(this + 0x1ddc) = piVar1;
  (**(code **)(*piVar1 + 0x5c))(piVar1,0x11);
  CBaseEntity::VPhysicsSetObject((CBaseEntity *)this,*(IPhysicsObject **)(this + 0x1dd8));
  PhysAddShadow((CBaseEntity *)this);
  piVar1 = (int *)(**(code **)(*physenv + 0x70))(physenv,*(undefined4 *)(this + 0x1dd8));
  *(int **)(this + 0x1dd4) = piVar1;
  (**(code **)(*piVar1 + 0x34))(piVar1,0x43af0000);
  (**(code **)(**(int **)(this + 0x1dd4) + 0x38))(*(int **)(this + 0x1dd4),0x42480000);
  UpdateVPhysicsPosition(this,param_1,(Vector *)&vec3_origin,*(float *)(gpGlobals + 0x10));
  SetVCollisionState(this,param_1,param_2,(uint)(((byte)this[0x150] & 2) != 0));
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)