L L4D2node

CPhysicsPropRespawnable::Materialize

0x007e7fe0 · 659 bytes · __thiscall

_ZN23CPhysicsPropRespawnable11MaterializeEv

Decompiled

undefined (1 param)

/* CPhysicsPropRespawnable::Materialize() */

void __thiscall CPhysicsPropRespawnable::Materialize(CPhysicsPropRespawnable *this)

{
  CBaseEdict *this_00;
  int iVar1;
  uint *puVar2;
  uint uVar3;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [42];
  char local_3a;
  char local_39;
  
  local_87 = 0;
  local_bc = 0;
  local_b8 = 0;
  local_b4 = 0;
  local_8c = 0;
  local_9c = (*(float *)(this + 0x16ac) - *(float *)(this + 0x16a0)) * 0.5;
  local_98 = (*(float *)(this + 0x16b0) - *(float *)(this + 0x16a4)) * 0.5;
  local_94 = (*(float *)(this + 0x16b4) - *(float *)(this + 0x16a8)) * 0.5;
  local_ac = (*(float *)(this + 0x16ac) + *(float *)(this + 0x16a0)) * 0.5;
  local_a4 = (*(float *)(this + 0x16b4) + *(float *)(this + 0x16a8)) * 0.5;
  local_a8 = (*(float *)(this + 0x16b0) + *(float *)(this + 0x16a4)) * 0.5;
  local_c4 = *(float *)(this + 0x1690) + local_a4;
  local_cc = *(float *)(this + 0x1688) + local_ac;
  local_ac = -local_ac;
  local_c8 = *(float *)(this + 0x168c) + local_a8;
  local_a8 = -local_a8;
  local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
  local_a4 = -local_a4;
  CTraceFilterSimple::CTraceFilterSimple
            (local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x200420b,local_dc,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
  }
  if ((local_39 == '\0') && (local_3a == '\0')) {
    uVar3 = *(uint *)(this + 0xd4) & 0xffffffdf;
    if (*(uint *)(this + 0xd4) == uVar3) {
      puVar2 = *(uint **)(this + 0x30);
    }
    else {
      if (this[0x6c] == (CPhysicsPropRespawnable)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        puVar2 = (uint *)0x0;
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
          puVar2 = *(uint **)(this + 0x30);
        }
      }
      else {
        this[0x70] = (CPhysicsPropRespawnable)((byte)this[0x70] | 1);
        puVar2 = *(uint **)(this + 0x30);
      }
      *(uint *)(this + 0xd4) = uVar3;
    }
    if (puVar2 != (uint *)0x0) {
      *puVar2 = *puVar2 | 0x80;
    }
    CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
    (**(code **)(*(int *)this + 100))(this);
    return;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  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)