L L4D2node

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 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)