L L4D2node

CDirectorItemManager::ShouldTransitionPhysicsProp

0x008a4280 · 106 bytes · __thiscall

_ZN20CDirectorItemManager27ShouldTransitionPhysicsPropEP12CPhysicsProp

Decompiled

undefined (2 params)

/* CDirectorItemManager::ShouldTransitionPhysicsProp(CPhysicsProp*) */

undefined4 __thiscall
CDirectorItemManager::ShouldTransitionPhysicsProp(CDirectorItemManager *this,CPhysicsProp *param_1)

{
  code *pcVar1;
  char *pcVar2;
  int iVar3;
  char *pcVar4;
  int *piVar5;
  int aiStack_34 [5];
  char *local_20 [4];
  
  if (param_1 != (CPhysicsProp *)0x0) {
    pcVar4 = "models/props_junk/gascan001a.mdl";
    piVar5 = aiStack_34 + 2;
    do {
      iVar3 = *(int *)param_1;
      piVar5[1] = (int)param_1;
      *piVar5 = (int)(aiStack_34 + 5);
      pcVar1 = *(code **)(iVar3 + 0x20);
      piVar5[-1] = 0x8a42a4;
      (*pcVar1)();
      pcVar2 = local_20[0];
      if (local_20[0] == (char *)0x0) {
        pcVar2 = "";
      }
      if (pcVar4 == pcVar2) {
        return 1;
      }
      *piVar5 = (int)pcVar4;
      piVar5[-1] = (int)pcVar2;
      piVar5[-2] = 0x8a42c4;
      iVar3 = _V_stricmp((char *)piVar5[-1],(char *)*piVar5);
      if (iVar3 == 0) {
        return 1;
      }
      pcVar4 = pcVar4 + 0x80;
      piVar5 = piVar5 + -1;
    } while (pcVar4 != "weapon_pain_pills_spawn");
  }
  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)