L L4D2node

CBaseEntity::VPhysicsInitNormal

0x0040fd90 · 262 bytes · __thiscall

_ZN11CBaseEntity18VPhysicsInitNormalE11SolidType_tibP7solid_t

Decompiled

undefined (5 params)

/* CBaseEntity::VPhysicsInitNormal(SolidType_t, int, bool, solid_t*) */

IPhysicsObject * __thiscall
CBaseEntity::VPhysicsInitNormal
          (CBaseEntity *this,int param_2,int param_3,char param_4,solid_t *param_5)

{
  char cVar1;
  int iVar2;
  IPhysicsObject *pIVar3;
  
  cVar1 = VPhysicsInitSetup(this);
  if (cVar1 != '\0') {
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),param_2);
    CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),param_3);
    if (param_2 != 0) {
      if ((((byte)this[0x14d] & 8) != 0) &&
         (CalcAbsolutePosition(this), ((byte)this[0x14d] & 8) != 0)) {
        CalcAbsolutePosition(this);
      }
      iVar2 = (**(code **)(*(int *)this + 0x1c))(this);
      pIVar3 = (IPhysicsObject *)
               PhysModelCreate(this,iVar2,(Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),param_5,
                               0);
      if (pIVar3 != (IPhysicsObject *)0x0) {
        VPhysicsSetObject(this,pIVar3);
        SetMoveType(this,6,0);
        if (param_4 != '\0') {
          return pIVar3;
        }
        (**(code **)(*(int *)pIVar3 + 100))(pIVar3);
        return pIVar3;
      }
    }
  }
  return (IPhysicsObject *)0x0;
}

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)