L L4D2node

PhysGetDefaultAABBSolid

0x00492d90 · 151 bytes · __cdecl

_Z23PhysGetDefaultAABBSolidR7solid_t

Decompiled

undefined (1 param)

/* PhysGetDefaultAABBSolid(solid_t&) */

void PhysGetDefaultAABBSolid(solid_t *param_1)

{
  *(undefined4 *)(param_1 + 0x614) = 0;
  *(undefined4 *)(param_1 + 0x620) = 0x3dcccccd;
  *(undefined4 *)(param_1 + 0x624) = 0x3dcccccd;
  *(undefined4 *)(param_1 + 0x628) = 0x3d4ccccd;
  *(char **)(param_1 + 0x62c) = "DEFAULT";
  *(undefined4 *)(param_1 + 0x630) = 0;
  *(undefined4 *)(param_1 + 0x634) = 0;
  *(undefined4 *)(param_1 + 0x638) = 0x3f800000;
  param_1[0x63c] = (solid_t)0x1;
  *(undefined4 *)(param_1 + 0x618) = 0x42aa0000;
  *(undefined4 *)(param_1 + 0x61c) = 0x6753c21c;
  V_strncpy((char *)(param_1 + 0x400),"default",0x200);
  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)