GetAutoMultiplayerPhysicsMode
0x00499020 · 73 bytes · __cdecl
_Z29GetAutoMultiplayerPhysicsMode6Vectorf
Decompiled
undefined (2 params)
/* GetAutoMultiplayerPhysicsMode(Vector, float) */
char GetAutoMultiplayerPhysicsMode(float param_1,float param_2,float param_3,float param_4)
{
float fVar1;
fVar1 = *(float *)(sv_pushaway_clientside_size._28_4_ + 0x2c);
if (param_2 * param_1 * param_3 < fVar1 * fVar1 * fVar1) {
return '\x03';
}
return (param_4 < 8.0) + '\x01';
}
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.