L L4D2node

MarkVPhysicsDebug

0x00778150 · 57 bytes · __cdecl

_ZL17MarkVPhysicsDebugP11CBaseEntity

Decompiled

undefined (1 param)

/* MarkVPhysicsDebug(CBaseEntity*) */

void MarkVPhysicsDebug(CBaseEntity *param_1)

{
  int *piVar1;
  short sVar2;
  
  if ((param_1 != (CBaseEntity *)0x0) && (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)
     ) {
    sVar2 = (**(code **)(*piVar1 + 0x60))(piVar1);
    (**(code **)(*piVar1 + 0x5c))(piVar1,sVar2 + -0x8000);
  }
  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)