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 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.