CStaticPropMgr::CreateVPhysicsRepresentations
0x001e5ba0 · 10 bytes · __thiscall
_ZThn8_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 + -8,param_1,param_2,param_3,param_4,param_5);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.