L L4D2node

CBaseEntity::VPhysicsSetObject

0x0040fc90 · 240 bytes · __thiscall

_ZN11CBaseEntity17VPhysicsSetObjectEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CBaseEntity::VPhysicsSetObject(IPhysicsObject*) */

void __thiscall CBaseEntity::VPhysicsSetObject(CBaseEntity *this,IPhysicsObject *param_1)

{
  int *piVar1;
  char cVar2;
  undefined1 *puVar3;
  bool bVar4;
  longdouble lVar5;
  
  if (*(int *)(this + 0x238) == 0) {
    bVar4 = param_1 != (IPhysicsObject *)0x0;
  }
  else if (param_1 == (IPhysicsObject *)0x0) {
    bVar4 = false;
  }
  else {
    puVar3 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
      puVar3 = *(undefined1 **)(this + 0x7c);
    }
    bVar4 = false;
    Warning("Overwriting physics object for %s\n",puVar3);
  }
  *(IPhysicsObject **)(this + 0x238) = param_1;
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) & 0xf7ff));
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    lVar5 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
    *(float *)(this + 0x23c) = (float)lVar5;
    cVar2 = (**(code **)(**(int **)(this + 0x238) + 8))(*(int **)(this + 0x238));
    if (cVar2 != '\0') {
      CCollisionProperty::SetSolidFlags
                ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x800));
    }
  }
  if (bVar4) {
    CollisionRulesChanged(this._0_1_);
    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)