L L4D2node

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 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)