L L4D2node

CPhysicsProp::ShouldDisableMotionOnFreeze

0x007f14c0 · 201 bytes · __thiscall

_ZN12CPhysicsProp27ShouldDisableMotionOnFreezeEv

Decompiled

undefined (1 param)

/* CPhysicsProp::ShouldDisableMotionOnFreeze() */

undefined4 __thiscall CPhysicsProp::ShouldDisableMotionOnFreeze(CPhysicsProp *this)

{
  int *piVar1;
  char cVar2;
  int *piVar3;
  int *piVar4;
  int iVar5;
  
  if (*(float *)(gpGlobals + 0xc) < *(float *)(this + 0x1668)) {
    return 0;
  }
  piVar1 = *(int **)(this + 0x238);
  *(float *)(this + 0x1668) = *(float *)(gpGlobals + 0xc) + 0.5;
  piVar3 = (int *)(**(code **)(*piVar1 + 0x144))(piVar1);
  while( true ) {
    cVar2 = (**(code **)(*piVar3 + 8))(piVar3);
    if (cVar2 == '\0') {
      (**(code **)(*piVar1 + 0x148))(piVar1,piVar3);
      return 1;
    }
    piVar4 = (int *)(**(code **)(*piVar3 + 0xc))(piVar3,1);
    iVar5 = (**(code **)(*piVar4 + 0x48))(piVar4);
    if (((iVar5 != 0) &&
        (iVar5 = __dynamic_cast(iVar5,&CBaseEntity::typeinfo,&typeinfo,0), iVar5 != 0)) &&
       ((*(byte *)(iVar5 + 0x14a) & 1) == 0)) break;
    (**(code **)(*piVar3 + 0x34))(piVar3);
  }
  return 0;
}

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)