L L4D2node

CCollisionProperty::GetPhysics2ActorCount

0x00428ec0 · 45 bytes · __thiscall

_ZNK18CCollisionProperty21GetPhysics2ActorCountEv

Decompiled

undefined (1 param)

/* CCollisionProperty::GetPhysics2ActorCount() const */

bool __thiscall CCollisionProperty::GetPhysics2ActorCount(CCollisionProperty *this)

{
  int *piVar1;
  int iVar2;
  bool bVar3;
  
  piVar1 = *(int **)(*(int *)(this + 4) + 0x238);
  bVar3 = false;
  if (piVar1 != (int *)0x0) {
    iVar2 = (**(code **)(*piVar1 + 0x15c))(piVar1);
    bVar3 = iVar2 != 0;
  }
  return bVar3;
}

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)