CBaseEntity::VPhysicsSwapObject
0x00606ba0 · 93 bytes · __thiscall
_ZN11CBaseEntity18VPhysicsSwapObjectEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CBaseEntity::VPhysicsSwapObject(IPhysicsObject*) */
void __thiscall CBaseEntity::VPhysicsSwapObject(CBaseEntity *this,IPhysicsObject *param_1)
{
undefined1 *puVar1;
if (param_1 == (IPhysicsObject *)0x0) {
PhysRemoveShadow(this);
}
if (*(int *)(this + 0x238) != 0) {
*(IPhysicsObject **)(this + 0x238) = param_1;
return;
}
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(this + 0x7c);
}
Warning("Bad vphysics swap for %s\n",puVar1);
*(IPhysicsObject **)(this + 0x238) = param_1;
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.