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 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.