L L4D2node

CStaticPropMgr::CreateVPhysicsRepresentations

0x001e5ae0 · 163 bytes · __thiscall

_ZN14CStaticPropMgr29CreateVPhysicsRepresentationsEP19IPhysicsEnvironmentP14IPhysics2WorldP19IVPhysicsKeyHandlerP11CBaseEntityRK28PhysicsCollisionRulesCache_t

Decompiled

undefined (6 params)

/* CStaticPropMgr::CreateVPhysicsRepresentations(IPhysicsEnvironment*, IPhysics2World*,
   IVPhysicsKeyHandler*, CBaseEntity*, PhysicsCollisionRulesCache_t const&) */

void __thiscall
CStaticPropMgr::CreateVPhysicsRepresentations
          (CStaticPropMgr *this,IPhysicsEnvironment *param_1,IPhysics2World *param_2,
          IVPhysicsKeyHandler *param_3,CBaseEntity *param_4,PhysicsCollisionRulesCache_t *param_5)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  if (((*(int *)(phys2_merge_static_props._28_4_ + 0x30) != 0) && (param_2 != (IPhysics2World *)0x0)
      ) && (iVar1 = (**(code **)(*(int *)param_2 + 0x6c))(param_2,0), iVar1 != 0)) {
    return;
  }
  iVar1 = *(int *)(this + 0x2c) + -1;
  iVar3 = iVar1 * 0xd8;
  for (; -1 < iVar1; iVar1 = iVar1 + -1) {
    piVar2 = (int *)CStaticProp::CreateVPhysicsInternal
                              ((CStaticProp *)(*(int *)(this + 0x20) + iVar3),param_1,param_2,
                               param_3,param_4);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x160))(piVar2,param_5,0);
    }
    iVar3 = iVar3 + -0xd8;
  }
  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)