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 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.