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 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.