PhysSphereCreate
0x00492d10 · 121 bytes · __cdecl
_Z16PhysSphereCreateP11CBaseEntityfRK6VectorR7solid_t
Decompiled
undefined (4 params)
/* PhysSphereCreate(CBaseEntity*, float, Vector const&, solid_t&) */
void PhysSphereCreate(CBaseEntity *param_1,float param_2,Vector *param_3,solid_t *param_4)
{
undefined4 uVar1;
uVar1 = 0xffffffff;
if (param_4[0x400] != (solid_t)0x0) {
uVar1 = (**(code **)(*physprops + 0x10))(physprops,param_4 + 0x400);
}
*(CBaseEntity **)(param_4 + 0x630) = param_1;
(**(code **)(*physenv + 0x28))(physenv,param_2,uVar1,param_3,&vec3_angle,param_4 + 0x614,0);
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.