CFuncWall::CreateVPhysics
0x00630280 · 129 bytes · __thiscall
_ZN9CFuncWall14CreateVPhysicsEv
Decompiled
undefined (1 param)
/* CFuncWall::CreateVPhysics() */
undefined4 __thiscall CFuncWall::CreateVPhysics(CFuncWall *this)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
uint uVar4;
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
piVar2 = (int *)CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*modelinfo + 0x78);
uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
uVar4 = (*pcVar1)(modelinfo,uVar3);
if ((uVar4 & 0x203400b) == 0) {
(**(code **)(*piVar2 + 0x34))(piVar2,0);
return 1;
}
}
return 1;
}
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.