L L4D2node

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 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)