L L4D2node

CCollisionProperty::GetPhysics2Actor

0x00428e80 · 44 bytes · __thiscall

_ZNK18CCollisionProperty16GetPhysics2ActorEj

Decompiled

undefined (2 params)

/* CCollisionProperty::GetPhysics2Actor(unsigned int) const */

undefined4 __thiscall CCollisionProperty::GetPhysics2Actor(CCollisionProperty *this,uint param_1)

{
  undefined4 uVar1;
  
  if ((param_1 == 0) && (*(int **)(*(int *)(this + 4) + 0x238) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x00428ea6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(**(int **)(*(int *)(this + 4) + 0x238) + 0x15c))();
    return uVar1;
  }
  return 0;
}

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)