ReportPenetration
0x007796f0 · 90 bytes · __regparm3
_ZL17ReportPenetrationP11CBaseEntityf.part.37
Decompiled
undefined (2 params)
/* ReportPenetration(CBaseEntity*, float) [clone .part.37] */
void __regparm3 ReportPenetration(CBaseEntity *param_1,float param_2)
{
undefined4 uVar1;
char *pcVar2;
float in_XMM0_Da;
if (1 < *(int *)(*(int *)(g_pDeveloper + 0x1c) + 0x30)) {
*(uint *)(param_1 + 0x110) = *(uint *)(param_1 + 0x110) | 0x20;
}
uVar1 = CBaseEntity::GetDebugName(param_1);
pcVar2 = (char *)UTIL_VarArgs("VPhysics Penetration Error (%s)!",uVar1);
CBaseEntity::AddTimedOverlay(param_1,pcVar2,(int)in_XMM0_Da);
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.