CPhysicsProp::EnableMotion
0x007f97b0 · 166 bytes · __thiscall
_ZN12CPhysicsProp12EnableMotionEv
Decompiled
undefined (1 param)
/* CPhysicsProp::EnableMotion() */
void __thiscall CPhysicsProp::EnableMotion(CPhysicsProp *this)
{
int *piVar1;
char cVar2;
COutputEvent *in_stack_ffffffb4;
Vector local_34 [12];
QAngle local_28 [24];
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
cVar2 = CBreakableProp::GetEnableMotionPosition((CBreakableProp *)this,local_34,local_28);
if (cVar2 != '\0') {
CBreakableProp::ClearEnableMotionPosition((CBreakableProp *)this);
(**(code **)(*(int *)this + 0x1dc))(this,local_34,local_28,0);
}
(**(code **)(*piVar1 + 0x40))(piVar1,1);
(**(code **)(*piVar1 + 100))(piVar1);
in_stack_ffffffb4 = (COutputEvent *)(this + 0x1550);
COutputEvent::FireOutput(in_stack_ffffffb4,(CBaseEntity *)this,(CBaseEntity *)this,0.0);
}
if (((byte)this[0x149] & 8) != 0) {
CBreakableProp::CheckRemoveRagdolls((CBreakableProp *)in_stack_ffffffb4);
}
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.
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.