L L4D2node

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 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)