L L4D2node

CBreakableProp::PhysicsSolidMaskForEntity

0x004ea380 · 37 bytes · __thiscall

_ZNK14CBreakableProp25PhysicsSolidMaskForEntityEv

Decompiled

undefined (1 param)

/* CBreakableProp::PhysicsSolidMaskForEntity() const */

void __thiscall CBreakableProp::PhysicsSolidMaskForEntity(CBreakableProp *this)

{
  if (this[0x1548] == (CBreakableProp)0x0) {
    CBaseEntity::PhysicsSolidMaskForEntity();
    return;
  }
  CBaseEntity::PhysicsSolidMaskForEntity();
  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)