L L4D2node

CStaticPropMgr::CreateVPhysicsRepresentations

0x001e5b90 · 10 bytes · __thiscall

_ZThn4_N14CStaticPropMgr29CreateVPhysicsRepresentationsEP19IPhysicsEnvironmentP14IPhysics2WorldP19IVPhysicsKeyHandlerP11CBaseEntityRK28PhysicsCollisionRulesCache_t

Decompiled

undefined (6 params)

/* non-virtual thunk to 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)

{
  CreateVPhysicsRepresentations(this + -4,param_1,param_2,param_3,param_4,param_5);
  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)