PhysRecheckObjectPair
0x00493aa0 · 71 bytes · __cdecl
_Z21PhysRecheckObjectPairP14IPhysicsObjectS0_
Decompiled
undefined (2 params)
/* PhysRecheckObjectPair(IPhysicsObject*, IPhysicsObject*) */
void PhysRecheckObjectPair(IPhysicsObject *param_1,IPhysicsObject *param_2)
{
char cVar1;
cVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
if (cVar1 == '\0') {
(**(code **)(*(int *)param_1 + 0x6c))(param_1);
}
cVar1 = (**(code **)(*(int *)param_2 + 8))(param_2);
if (cVar1 != '\0') {
return;
}
/* WARNING: Could not recover jumptable at 0x00493ade. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_2 + 0x6c))();
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.