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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.