TE_PhysicsProp
0x00b04230 · 503 bytes · __cdecl
_Z14TE_PhysicsPropR16IRecipientFilterfiiRK6VectorRK6QAngleS3_iiiii
Decompiled
undefined (12 params)
/* TE_PhysicsProp(IRecipientFilter&, float, int, int, Vector const&, QAngle const&, Vector const&,
int, int, int, int, int) */
void TE_PhysicsProp(IRecipientFilter *param_1,float param_2,int param_3,int param_4,Vector *param_5,
QAngle *param_6,Vector *param_7,int param_8,int param_9,int param_10,int param_11
,int param_12)
{
float fVar1;
float fVar2;
if (((*(float *)param_5 == (float)s_TEPhysicsProp._12_4_) &&
(*(float *)(param_5 + 4) == (float)s_TEPhysicsProp._16_4_)) &&
(*(float *)(param_5 + 8) == (float)s_TEPhysicsProp._20_4_)) {
fVar1 = *(float *)param_6;
}
else {
s_TEPhysicsProp._16_4_ = *(undefined4 *)(param_5 + 4);
s_TEPhysicsProp._20_4_ = *(undefined4 *)(param_5 + 8);
fVar1 = *(float *)param_6;
s_TEPhysicsProp._12_4_ = *(float *)param_5;
}
if (((fVar1 == (float)s_TEPhysicsProp._24_4_) &&
(*(float *)(param_6 + 4) == (float)s_TEPhysicsProp._28_4_)) &&
(*(float *)(param_6 + 8) == (float)s_TEPhysicsProp._32_4_)) {
fVar2 = *(float *)param_7;
}
else {
s_TEPhysicsProp._28_4_ = *(undefined4 *)(param_6 + 4);
s_TEPhysicsProp._32_4_ = *(undefined4 *)(param_6 + 8);
fVar2 = *(float *)param_7;
s_TEPhysicsProp._24_4_ = fVar1;
}
if (((fVar2 != (float)s_TEPhysicsProp._36_4_) ||
(*(float *)(param_7 + 4) != (float)s_TEPhysicsProp._40_4_)) ||
(*(float *)(param_7 + 8) != (float)s_TEPhysicsProp._44_4_)) {
s_TEPhysicsProp._40_4_ = *(undefined4 *)(param_7 + 4);
s_TEPhysicsProp._44_4_ = *(undefined4 *)(param_7 + 8);
s_TEPhysicsProp._36_4_ = fVar2;
}
if (s_TEPhysicsProp._48_4_ != param_3) {
s_TEPhysicsProp._48_4_ = param_3;
}
if (s_TEPhysicsProp._52_4_ != param_4) {
s_TEPhysicsProp._52_4_ = param_4;
}
if (s_TEPhysicsProp._56_4_ != param_8) {
s_TEPhysicsProp._56_4_ = param_8;
}
if (s_TEPhysicsProp._60_4_ != param_9) {
s_TEPhysicsProp._60_4_ = param_9;
}
if (s_TEPhysicsProp._64_4_ != param_10) {
s_TEPhysicsProp._64_4_ = param_10;
}
if (s_TEPhysicsProp._68_4_ != param_11) {
s_TEPhysicsProp._68_4_ = param_11;
}
if (s_TEPhysicsProp._72_4_ != param_12) {
s_TEPhysicsProp._72_4_ = param_12;
}
CBaseTempEntity::Create((CBaseTempEntity *)s_TEPhysicsProp,param_1,param_2);
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.