L L4D2node

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 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)