L L4D2node

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 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)