CPushable::VPhysicsCollision
0x006b2110 · 80 bytes · __thiscall
_ZN9CPushable17VPhysicsCollisionEiP21gamevcollisionevent_t
Decompiled
undefined (3 params)
/* CPushable::VPhysicsCollision(int, gamevcollisionevent_t*) */
void __thiscall
CPushable::VPhysicsCollision(CPushable *this,int param_1,gamevcollisionevent_t *param_2)
{
char cVar1;
cVar1 = (**(code **)(**(int **)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8) + 0x16c))
(*(int **)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8));
if (cVar1 == '\0') {
CBreakable::VPhysicsCollision((CBreakable *)this,param_1,param_2);
return;
}
CBaseEntity::VPhysicsCollision((CBaseEntity *)this,param_1,param_2);
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.