L L4D2node

CMultiplayRules::Damage_GetNoPhysicsForce

0x0046e060 · 24 bytes · __thiscall

_ZN15CMultiplayRules24Damage_GetNoPhysicsForceEv

Decompiled

undefined (1 param)

/* CMultiplayRules::Damage_GetNoPhysicsForce() */

uint __thiscall CMultiplayRules::Damage_GetNoPhysicsForce(CMultiplayRules *this)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 0x58))(this);
  return uVar1 | 0x1804829;
}

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)