L L4D2node

CCollisionEvent::ObjectWake

0x00779170 · 72 bytes · __thiscall

_ZN15CCollisionEvent10ObjectWakeEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CCollisionEvent::ObjectWake(IPhysicsObject*) */

void __thiscall CCollisionEvent::ObjectWake(CCollisionEvent *this,IPhysicsObject *param_1)

{
  char cVar1;
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  if (this_00 != (CBaseEntity *)0x0) {
    cVar1 = CBaseEntity::HasDataObjectType(this_00,7);
    if (cVar1 != '\0') {
      ReportVPhysicsStateChanged(param_1,this_00,true);
    }
  }
  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)