L L4D2node

CBaseEntity::VPhysicsGetObjectList

0x005ff570 · 39 bytes · __thiscall

_ZN11CBaseEntity21VPhysicsGetObjectListEPP14IPhysicsObjecti

Decompiled

undefined (3 params)

/* CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) */

undefined4 __thiscall
CBaseEntity::VPhysicsGetObjectList(CBaseEntity *this,IPhysicsObject **param_1,int param_2)

{
  if ((*(IPhysicsObject **)(this + 0x238) != (IPhysicsObject *)0x0) && (0 < param_2)) {
    *param_1 = *(IPhysicsObject **)(this + 0x238);
    return 1;
  }
  return 0;
}

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)