PostSimulation_ImpulseEvent
0x00778320 · 54 bytes · __cdecl
_ZL27PostSimulation_ImpulseEventP14IPhysicsObjectRK6VectorS3_
Decompiled
undefined (3 params)
/* PostSimulation_ImpulseEvent(IPhysicsObject*, Vector const&, Vector const&) */
void PostSimulation_ImpulseEvent(IPhysicsObject *param_1,Vector *param_2,Vector *param_3)
{
(**(code **)(*(int *)param_1 + 0xf4))(param_1,param_2);
/* WARNING: Could not recover jumptable at 0x00778354. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0xfc))();
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.