L L4D2node

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 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)