L L4D2node

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 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)