CollisionBSPData_LinkPhysics
0x00120b70 · 128 bytes · unknown
_Z28CollisionBSPData_LinkPhysicsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CollisionBSPData_LinkPhysics() */
void CollisionBSPData_LinkPhysics(void)
{
if (physprops == 0) {
physprops = (*g_AppSystemFactory)("VPhysicsSurfaceProps001",0);
physcollision = (*g_AppSystemFactory)("VPhysicsCollision007",0);
if (g_pPhysics2 != (int *)0x0) {
g_pPhysics2Collision = (**(code **)(*g_pPhysics2 + 0x2c))(g_pPhysics2);
}
if ((physprops == 0) || (physcollision == 0)) {
Sys_Error("CollisionBSPData_PreLoad: Can\'t link physics");
}
return;
}
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.