L L4D2node

CBaseEntity::PhysicsImpact

0x004768c0 · 43 bytes · __thiscall

_ZN11CBaseEntity13PhysicsImpactEPS_R10CGameTrace

Decompiled

undefined (3 params)

/* CBaseEntity::PhysicsImpact(CBaseEntity*, CGameTrace&) */

void __thiscall
CBaseEntity::PhysicsImpact(CBaseEntity *this,CBaseEntity *param_1,CGameTrace *param_2)

{
  if ((param_1 != (CBaseEntity *)0x0) &&
     (((*(uint *)(param_1 + 0x150) | *(uint *)(this + 0x150)) & 0x4000000) == 0)) {
    PhysicsMarkEntitiesAsTouching(this,param_1,param_2);
    return;
  }
  return;
}

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)