L L4D2node

CBaseEntity::SetScaledPhysics

0x00604780 · 56 bytes · __thiscall

_ZN11CBaseEntity16SetScaledPhysicsEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CBaseEntity::SetScaledPhysics(IPhysicsObject*) */

void __thiscall CBaseEntity::SetScaledPhysics(CBaseEntity *this,IPhysicsObject *param_1)

{
  uint uVar1;
  
  if (param_1 == (IPhysicsObject *)0x0) {
    uVar1 = *(ushort *)(this + 0x1b4) & 0xfffffffc;
  }
  else {
    uVar1 = (uint)(*(ushort *)(this + 0x1b4) | 3);
  }
  CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),uVar1);
  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)