L L4D2node

CModelInfo::GetPhysics2VCollide

0x00193650 · 57 bytes · __thiscall

_ZNK10CModelInfo19GetPhysics2VCollideEi

Decompiled

undefined (2 params)

/* CModelInfo::GetPhysics2VCollide(int) const */

undefined4 __thiscall CModelInfo::GetPhysics2VCollide(CModelInfo *this,int param_1)

{
  model_t *pmVar1;
  undefined4 uVar2;
  
  if (param_1 < 0x800) {
    pmVar1 = (model_t *)(**(code **)(*(int *)this + 8))(this,param_1);
    uVar2 = CM_Physics2VCollideForModel(param_1,pmVar1);
    return uVar2;
  }
  return 0;
}

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)