CPhysHinge::NotifyVPhysicsStateChanged
0x00775610 · 10 bytes · __thiscall
_ZThn1148_N10CPhysHinge26NotifyVPhysicsStateChangedEP14IPhysicsObjectP11CBaseEntityb
Decompiled
undefined (4 params)
/* non-virtual thunk to CPhysHinge::NotifyVPhysicsStateChanged(IPhysicsObject*, CBaseEntity*, bool)
*/
void __thiscall
CPhysHinge::NotifyVPhysicsStateChanged
(CPhysHinge *this,IPhysicsObject *param_1,CBaseEntity *param_2,bool param_3)
{
NotifyVPhysicsStateChanged((IPhysicsObject *)(this + -0x47c),(CBaseEntity *)param_1,param_2._0_1_)
;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.