CWatcherList::NotifyVPhysicsStateChanged
0x00477fe0 · 137 bytes · __thiscall
_ZN12CWatcherList26NotifyVPhysicsStateChangedEP14IPhysicsObjectP11CBaseEntityb
Decompiled
undefined (4 params)
/* CWatcherList::NotifyVPhysicsStateChanged(IPhysicsObject*, CBaseEntity*, bool) */
void __thiscall
CWatcherList::NotifyVPhysicsStateChanged
(CWatcherList *this,IPhysicsObject *param_1,CBaseEntity *param_2,bool param_3)
{
IWatcherCallback *pIVar1;
int iVar2;
int iVar3;
IWatcherCallback *local_101c [1027];
iVar2 = GetCallbackObjects(this,local_101c,0x400);
if (0 < iVar2) {
iVar3 = 0;
do {
pIVar1 = local_101c[iVar3];
if (pIVar1 != (IWatcherCallback *)0x0) {
(**(code **)(*(int *)pIVar1 + 8))(pIVar1,param_1,param_2,param_3);
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar2);
}
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.