L L4D2node

CSpitterProjectile::PhysicsSolidMaskForEntity

0x0055c880 · 22 bytes · __cdecl

_ZNK18CSpitterProjectile25PhysicsSolidMaskForEntityEv

Decompiled

undefined (0 params)

/* CSpitterProjectile::PhysicsSolidMaskForEntity() const */

uint CSpitterProjectile::PhysicsSolidMaskForEntity(void)

{
  uint uVar1;
  
  uVar1 = CBaseCSGrenadeProjectile::PhysicsSolidMaskForEntity();
  return uVar1 & 0xfffffff7;
}

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)