CPhysicsProp::VPhysicsUpdate
0x007f15a0 · 645 bytes · __thiscall
_ZN12CPhysicsProp14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CPhysicsProp::VPhysicsUpdate(IPhysicsObject*) */
void __thiscall CPhysicsProp::VPhysicsUpdate(CPhysicsProp *this,IPhysicsObject *param_1)
{
undefined4 uVar1;
CPhysicsProp CVar2;
CBaseEdict *pCVar3;
int *piVar4;
byte bVar5;
CPhysicsProp CVar6;
char cVar7;
int iVar8;
uint uVar9;
undefined1 local_24 [20];
CVar2 = this[0x167c];
CBaseEntity::VPhysicsUpdate((CBaseEntity *)this,param_1);
bVar5 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
if ((CPhysicsProp)(bVar5 ^ 1) == this[0x167c]) {
CVar6 = this[0x6c];
piVar4 = *(int **)(this + 0x238);
}
else {
if (this[0x6c] == (CPhysicsProp)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
CVar6 = (CPhysicsProp)0x0;
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
CVar6 = this[0x6c];
}
}
else {
this[0x70] = (CPhysicsProp)((byte)this[0x70] | 1);
CVar6 = (CPhysicsProp)0x1;
}
this[0x167c] = (CPhysicsProp)(bVar5 ^ 1);
piVar4 = *(int **)(this + 0x238);
}
if (CVar6 == (CPhysicsProp)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
else {
this[0x70] = (CPhysicsProp)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
if ((((byte)this[0x148] & 1) != 0) && (this[0x167c] != (CPhysicsProp)0x0)) {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1568),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
uVar9 = *(uint *)(this + 0x148) & 0xfffffffe;
if (*(uint *)(this + 0x148) != uVar9) {
if (this[0x6c] == (CPhysicsProp)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
else {
this[0x70] = (CPhysicsProp)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar9;
}
if ((piVar4 != (int *)0x0) && (cVar7 = (**(code **)(*piVar4 + 0x2c))(piVar4), cVar7 != '\0')) {
this[0x1664] = (CPhysicsProp)0x1;
}
}
if ((this[0x165c] != (CPhysicsProp)0x0) && (this[0x167c] == (CPhysicsProp)0x0)) {
this[0x165c] = (CPhysicsProp)0x0;
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0);
}
cVar7 = CBaseEntity::IsInWorld((CBaseEntity *)this);
if (cVar7 == '\0') {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1610),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
}
if (((((this[0x167c] == (CPhysicsProp)0x0) || (piVar4 == (int *)0x0)) ||
(cVar7 = (**(code **)(*piVar4 + 0x2c))(piVar4), cVar7 == '\0')) &&
((this[0x1664] != (CPhysicsProp)0x0 && (((byte)this[0x14a] & 1) != 0)))) &&
(cVar7 = ShouldDisableMotionOnFreeze(this), cVar7 != '\0')) {
DevMsg("Disabling motion on phys prop");
(**(code **)(*piVar4 + 0x40))(piVar4,0);
}
if ((this[0x167c] != CVar2) && (*(int *)(this + 0x1658) == 0)) {
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)NavThink);
}
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.
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
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