L L4D2node

CPushable::CreateVPhysics

0x006b22f0 · 87 bytes · __thiscall

_ZN9CPushable14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CPushable::CreateVPhysics() */

undefined4 __thiscall CPushable::CreateVPhysics(CPushable *this)

{
  int *piVar1;
  
  CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,6,0x1000,0,0);
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x74))(piVar1,0x41f00000);
  }
  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)