CPropVehicle::VPhysicsUpdate
0x00b32db0 · 213 bytes · __thiscall
_ZN12CPropVehicle14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CPropVehicle::VPhysicsUpdate(IPhysicsObject*) */
void __thiscall CPropVehicle::VPhysicsUpdate(CPropVehicle *this,IPhysicsObject *param_1)
{
char cVar1;
float local_18;
float local_14;
float local_10;
if (((byte)this[0x14c] & 1) == 0) {
(**(code **)(**(int **)(this + 0x238) + 0xd4))(*(int **)(this + 0x238),&local_18,0);
*(float *)(this + 0x153c) = *(float *)(this + 0x153c) * 0.9 + local_14 * 0.1;
*(float *)(this + 0x1540) = *(float *)(this + 0x1540) * 0.9 + local_10 * 0.1;
*(float *)(this + 0x1538) = *(float *)(this + 0x1538) * 0.9 + local_18 * 0.1;
cVar1 = CFourWheelVehiclePhysics::VPhysicsUpdate
((CFourWheelVehiclePhysics *)(this + 0x13f8),param_1);
if (cVar1 != '\0') {
CBaseEntity::VPhysicsUpdate((CBaseEntity *)this,param_1);
}
}
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.