L L4D2node

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 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)