L L4D2node

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 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)