CBaseEntity::DrawVPhysicsObjectCenterAndContactPoints
0x0060a140 · 21 bytes · __thiscall
_ZN11CBaseEntity40DrawVPhysicsObjectCenterAndContactPointsEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CBaseEntity::DrawVPhysicsObjectCenterAndContactPoints(IPhysicsObject*) */
CBaseEntity * __thiscall
CBaseEntity::DrawVPhysicsObjectCenterAndContactPoints(CBaseEntity *this,IPhysicsObject *param_1)
{
CBaseEntity *pCVar1;
if (param_1 != (IPhysicsObject *)0x0) {
pCVar1 = (CBaseEntity *)DrawVPhysicsObjectCenterAndContactPoints(this,param_1);
return pCVar1;
}
return this;
}
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.