L L4D2node

ReportVPhysicsStateChanged

0x00478070 · 69 bytes · __cdecl

_Z26ReportVPhysicsStateChangedP14IPhysicsObjectP11CBaseEntityb

Decompiled

undefined (3 params)

/* ReportVPhysicsStateChanged(IPhysicsObject*, CBaseEntity*, bool) */

void ReportVPhysicsStateChanged(IPhysicsObject *param_1,CBaseEntity *param_2,bool param_3)

{
  CWatcherList *this;
  
  this = (CWatcherList *)CBaseEntity::GetDataObject(param_2,7);
  if (this != (CWatcherList *)0x0) {
    CWatcherList::NotifyVPhysicsStateChanged(this,param_1,param_2,param_3);
  }
  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)